• Opsive has been nominated for TWO Unity Awards: Publisher of the Year and Best Development Tool (Behavior Designer Pro)! Your support means everything, cast your vote here: https://awards.unity.com/vote

Problem with free climb from the top of the object

ryanoolool

New member
Hello everyone,

Im having trouble figuring out why the Free Climb Ability wont work while im on top of an object. Even in the Climb demo scene from the Climb Add-on , it only works while im on top of the FreeClimbWall gameobject, but doesnt work while im on top of BumpyWall gameobject.

i made sure that the there is Move Toward Location component added to BumpyWall, and set the Yaw Offset to 0, and Offset's Z is 0.5, also there is object identifier component with the right ID, which is 503.

Any suggestions or advice on how to resolve this issue would be greatly appreciated
 
Lets start with the demo scene since I can easily look at that. Can you post a video of what you are experiencing?
 

Here's the video. It seems that I can only go into Free Climb when I'm on top of objects at certain places only, and I'm wondering why it's like that. What I'm trying to achieve is the ability to go into Free Climb mode whenever I'm anywhere on top of the object.

By the way, when I'm standing in the video, I'm pressing the Action button (F), but nothing is happening.
 
Thanks, I was able to reproduce it. You can fix that specific error by changing the following within FreeClimb starting at line 231:

Code:
                    if (Physics.Raycast(MathUtility.TransformPoint(m_RaycastResult.point, Quaternion.LookRotation(raycastNormal), new Vector3(0, m_CharacterLocomotion.Radius, 0.1f)),
                                    -m_CharacterLocomotion.Up, out m_RaycastHit, m_CharacterLocomotion.Height, m_CharacterLayerManager.SolidObjectLayers, QueryTriggerInteraction.Ignore)) {
                        return false;
to:
Code:
                    if (Physics.Raycast(MathUtility.TransformPoint(m_RaycastResult.point, Quaternion.LookRotation(raycastNormal), new Vector3(0, m_CharacterLocomotion.Radius, 0.1f)),
                                    -m_CharacterLocomotion.Up, out m_RaycastHit, m_CharacterLocomotion.Height, m_CharacterLayerManager.SolidObjectLayers, QueryTriggerInteraction.Ignore)) {
                        if (!ValidateObject(m_RaycastResult.collider.gameObject, m_RaycastHit)) {
                            return false;
                        }

I noticed some other issues with the top dismount and fixed that by changing the TopDismountOffset from 1.87 to 1.47. I will be doing an update within a week with these fixes
 
Back
Top