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This repository has been archived by the owner on Feb 13, 2018. It is now read-only.
Hey,
first of all i want to thank you for the great alternative to the original CC. This controller is working great so far.
One minor bug though (at least i think this wasn't your purpose): The CC detects trigger shapes as valid ground possibilities when falling onto them. You can move into the shapes as intended, but as soon as i jump on one of those trigger shapes, i "hover".
Quick fix would e.g. be: In the routines for the ground detection add "QueryTriggerInteraction.Ignore" to the sphere cast as well as to the fallback raycast. You should be good to go then...
The text was updated successfully, but these errors were encountered:
Maybe I don't understand you correctly, but there is a property exactly for that purpose on the SCC (Trigger Interaction). If you set that one to "Ignore" everything works as expected.
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Hey,
first of all i want to thank you for the great alternative to the original CC. This controller is working great so far.
One minor bug though (at least i think this wasn't your purpose): The CC detects trigger shapes as valid ground possibilities when falling onto them. You can move into the shapes as intended, but as soon as i jump on one of those trigger shapes, i "hover".
Quick fix would e.g. be: In the routines for the ground detection add "QueryTriggerInteraction.Ignore" to the sphere cast as well as to the fallback raycast. You should be good to go then...
The text was updated successfully, but these errors were encountered: