Archive 17/01/2023.

Character Walker

Lumak

Not sure what to call it really, but it helps characters walk over objects.

You’ll get what I mean in the video - need a better name!

johnnycable

What about portable steps?:wink:

S.L.C

Foot Bridge
Field Traversal
Byway Solver

Lumak

Pedo-Porter?

I like portable steps so far.

Modanung

Step flaps?

:business_suit_levitating:
:hole:

Lumak

If you’re considering naming it, do it fast because I’m done with the implementation and testing. Whatever the name I choose will become the github repo name.

johnnycable

Voxel Paddles? (—lots of characters here—)

Cpl.Bator

DuckStep ? (—lots of characters here—)

slapin

NightWalk? (the silly fliller for 20 character limit, hehehe)

rasteron

I’d simply name it UrhoStep, so it sounds something like Euro step, that basketball move…

weitjong

EnvironmentAwareCharacterController (no filler needed, pun intended)

Lumak

Thank you all for your suggestions, but I decided on this:

edit: changed the default stepUpDuration value in the repo.
edit2: updated repo once again- added surface step normal and max height checks.

Lumak

I don’t like how this works and just may try something else. There are two limiting factors that I dislike, both related to animation and should do away with relying on animation all together.

Lumak

Revamped:

  • stepper no longer relies on the foot or animation
  • removed dbg textures
  • charImpulse is no longer defaulted to true

If anyone was testing this, I’d appreciate any feedback on the new implementation.

Lumak

Ok, I’m wrapping this up. repo updated - steppernode is no longer enabled/disabled in the stepperenable() function to save btrigidbody from being destroyed and re-added to the world.

One should consider calling stepperenable from the Character class when jumping/falling to prevent the stepper from catching on to a side of a wall or whatever.

slapin

Hi,
have you tried to benchmark how many characters it can run at the same time?

Lumak

I haven’t specifically benchmarked the height stepper, but I have benchmarked kinematic, trigger bodies that constantly move in the world - see