Skip to content

Conversation

@dwoodruffsf
Copy link
Contributor

This was less simple than it seemed. Adding a CollisionBox to the dais did not solve the problem. From experimentation I found that the Player would only collide against the dais if it was non-kinematic (and even then, step-up didn't work properly). This is literally the only place in the demo where the floor is uneven, and I don't want to make a major change to the movement model just to accommodate this problem, so I have done the following:

  1. Sunk the dais down to floor level.
  2. Still added a CollisionBox to the dais (this is just so that you see the move-click particle effect on top of it).
  3. Added a PathObstacle to the treasure chest--before it was elevated off the pathing plane, and that was somehow blocking navmesh from generating under it, but when the treasure chest was actually dropped down to the ground you started to be able to walk through it.
  4. Regenerated the navmesh.

I did a bit of testing to make sure I didn't create any regressions with movement/pathing etc., but this is admittedly a bigger change than we thought it would be.

Cosmin-B
Cosmin-B previously approved these changes May 13, 2021
@fernando-cortez fernando-cortez added 2-Reviewed with Comments PR requires owner's attention and removed 2-One More Review One review in, one to go labels May 13, 2021
@fernando-cortez fernando-cortez added 2-One More Review One review in, one to go and removed 2-Reviewed with Comments PR requires owner's attention labels May 14, 2021
@Cosmin-B Cosmin-B merged commit fa61bd1 into develop May 14, 2021
@fernando-cortez fernando-cortez deleted the bugfix/GOMPS-524 branch May 19, 2021 14:14
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

2-One More Review One review in, one to go

Projects

None yet

Development

Successfully merging this pull request may close these issues.

5 participants