Build #138: Walking over rats [RESOLVED]

BansheeXYZ
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Build #138: Walking over rats [RESOLVED]

Post by BansheeXYZ »

Rats are small enemies low to the ground. In classic, you cannot walk ontop of them. In DFunity, the enhanced mechanics for walking up steps and stuff is creating a problem here where it's triggering on rats. I don't know if you can create an exception for enemies here, or if the rat hitbox just needs to be raised.

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pango
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Re: Build #138: Walking over rats

Post by pango »

That may be a special case of can climb up enemies
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BansheeXYZ
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Re: Build #138: Walking over rats

Post by BansheeXYZ »

I don't think it's related. Walking over things isn't the same as triggering climbing mode.

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pango
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Re: Build #138: Walking over rats

Post by pango »

Mmmh on second thought you're probably right, mechanics are different.
Doing too many things at once :oops:
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pango
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Re: Build #138: Walking over rats

Post by pango »

Also, rats can walk over rats; So you can get attacked by a tower of two rats :D
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Interkarma
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Re: Build #138: Walking over rats

Post by Interkarma »

The problem here is the character controller step height is too easily able to mount rat's low capsule collider. Unfortunately step height needs to be high so player and mobiles can traverse can some of the rather steep geometry in classic.

We could work around it by increasing minimum height of enemy capsules and ensuring billboard is still placed correctly. This will make rat slightly easier to hit when aiming above the billboard though. Probably not a bit deal.

I've been aware of the bug for a while. One of my favourite things to do is try to get the skeleton in PH to ride a rat. It just cracks me up for some reason. :)

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pango
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Re: Build #138: Walking over rats

Post by pango »

Could their physic material have very little friction, so they're very slippery instead?
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Interkarma
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Re: Build #138: Walking over rats

Post by Interkarma »

I'm not sure, but probably not. The standard character controller in Unity is a bit hacky and I don't think it respects physics materials. Rather the object is piloted around in a kinematic manner. And if it did respect friction properly, the enemy object can't be slippery or it would just glide around like on ice. It would still require friction to interact nicely with environment.

I think best solution is just to increase minimum capsule height of collider a bit, or even lower step height of enemies. Although that second option will also limit non-flyer ability to follow player.

ifkopifko
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Re: Build #138: Walking over rats

Post by ifkopifko »

A stupid question probably, but does the controller have to be a rectangular box?

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Interkarma
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Re: Build #138: Walking over rats

Post by Interkarma »

It's not a box, it's a capsule (like a pill shape). :)

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