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Although scales have been known to cause problems with the collision system, I don’t think that’s what’s going on here. In fact, Ralph’s collisions are implemented with a CollisionRay that begins 1000 feet above his head and shoots straight down. That’s why it’s catching things way up in the air.
David
So how come he doesn’t walk halfway into and interpenetrates the vertical rocks, but instead stays somewhat clear of them? I was assuming there was a second (implicit?) collision proxy that took care of that.
I haven’t studied the Roaming Ralph code in detail, but there’s no implicit collision behavior like that. Ralph appears to have just a CollisionRay, and doesn’t even use a pusher or anything like that. He must implement the collision response entirely in Python.
I’m guessing he does walk into the rocks a bit, but it’s not visually obvious.
David
I believe it detects the difference in Z of the collided ray and the one from previous frame. If it’s higher than a certain number, it puts ralph back at the previous position.
So basically if Ralph bumps into a perfectly vertical wall he will still go through.
OK, that plus the fact that the ray starts way above Ralph (I had missed that) explains what I’m seeing. Thanks!
Well, I have same problem - with scaled terrain.
Gravity thinks that my “character” is colliding with terrain, but he’s actually floating in air.
MyTest