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Moving from walkable slope to wall causes a bounce and stick to wall #43
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To resolve this I added an extra grounded check when encountering a wall:
This resolved the problem for most speeds, but when travelling at fast speeds with a slow computer I found that I had to increase Environment Check Distance from 0.02f to 0.1f. On even slower computers it may need to be increased more or there may be a more efficient solution.. |
I see you have a fork. Can you please commit an example scene and the fix so We can take look. |
Is this when encountering a wall or a steep slope? Also, given that this is in FixedUpdate then it shouldn't matter if the computer is fast or slow. |
I've also seen this problem and tried the fix from Mr-Sheen a few posts up. It seems to fix the issue in most cases but if the character hits a vertical wall while running up a slope at too high a speed he'll do a little jump/bounce. All the slopes in my game are 45 degrees, with all other colliders being perfectly horizontal or vertical. |
Moving from walkable slope to wall causes a bounce and stick to wall. I doubt this is intended.
Each time the player moved against a wall from a slope he bounced up instead of standing still.
He does this even if the minimumSpeedToMoveUpSlipperySlope is set to a large number to stop the player from attempting to climb slopes that he is not able to.
Everything else works great even with procedurally generated meshes/colliders!
Awesome work indeed!
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