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Follow the tutorial (with pseudobody).
Climb the large cube.
When climb to the top edge of the ledge, I lean forward my head (head is above the cube surface), my hands are behind my torso (act like i am totally should be standing on the cube).
Expected behavior
I should be standing on the cube.
Current behavior
I got pushed away (or pseudobody resolved divergence) and fall to the ground.
The text was updated successfully, but these errors were encountered:
Half Life 2 VR handles this in a neat way by having a teleport target you look at when you've climbed to the top and then when you release your grip it teleports you to that position.
this requires set up of possibly many trigger areas. also they shall better be turned on only when climbing so that it will not teleport to ground when stepping off the ledge.
a raycast solution is better suit the general purpose. for example, when climb ends, raycast to check for ground and teleport. but this may also have its problem because we cannot propel ourselves.
Usually, the pseudobody collider goes from player head towards the ground (as seen in the scene view if i remember correctly). i suspect the problem is after climb, the pseudobody does not honour this and somehow still sticking outside of the wall.
Steps to reproduce
Follow the tutorial (with pseudobody).
Climb the large cube.
When climb to the top edge of the ledge, I lean forward my head (head is above the cube surface), my hands are behind my torso (act like i am totally should be standing on the cube).
Expected behavior
I should be standing on the cube.
Current behavior
I got pushed away (or pseudobody resolved divergence) and fall to the ground.
The text was updated successfully, but these errors were encountered: