Thanks for the response Para.
(03-27-2014 08:26 AM)para Wrote: I think character controller is 'forced' to step over any meshes whose actor groups are added to ctrl_ground_group_force. (ignoring steepness)
Yeah, I'd assumed that's what it was I just wasn't sure why we needed to do this as I'd assumed step height was enough and the steepness of anything under the step height would be ignored as the intention is to ''step over' it. Where steps are individual models doing this should be straight forward, however lots of steps internal to my buildings are an integral part of the model and I'd have to do quite a lot of work to separate those as I don't want my characters stepping over houses
(03-27-2014 08:26 AM)para Wrote: Phsysics.ctrl_ground_slope controls the max angle (steepness) under which slopes are still climbable by the controller. (different then step height)
Yeah, so setting this to zero presumably removes any restriction on slope angle. This might not be such an issue for NPCs as in my setup the movement is controlled by the nav mesh which has built in restrictions on slope angle anyway. So long as characters don't attempt to climb vertical walls or other characters as they did in the last engine I used
That doesn't appear to be the case here! However, for the player controller that's a different matter as that's not restrained by the nav mesh.
(03-27-2014 08:26 AM)para Wrote: In the first setup you had, I think your initial step is limited by controller step height, and from then on it's limited by slope angle. What's the height of your controller anyway, 1.8 units?
Yes, its a standard 1.8 unit character and the resultant capsule height is the same. I can get around this by increasing the radius of the controller but then I encounter other issues related to the width.
I'll play around with all of this some more and explore the possibilities.