Comments (4)
Hello,
In my experience, CharacterVirtual deals very well with internal edges. The character has some padding around it (CharacterVirtualSettings::mCharacterPadding) that prevents it from directly hitting the edge and this smooths the normals to such an extent that it barely responds to them. Perhaps your padding is very small in comparison to your character size?
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Hi there,
I started with all default settings on a capsule with 1m radius, but even at speeds of a few km/s (realistic jogging speed) my character is liable to penetrate walls and catch internal edges, which causes big problems as this can cause the character to rebound in very unexpected directions when there is low "friction" (eg if the character is jumping through the air).
Experiments with setting these variables to all kinds of values has not produced satisfactory results - the character still catches internal edges continually.
I've made sure to generate the static geometry as a compound body, and I've witnessed internal edge removal working fine for dynamic bodies - I'm just disappointed it doesn't appear to work for CharacterVirtual, as well. 🤔
from joltphysics.
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