Afaik this won’t work with BCC either, as it directly modifies the velocity. But you need to test it yourself, I might be wrong.
This might help
Hello everyone,
For my game, I created physical controller that can simulate moving platform, ascencor or object that turns on themselves.
I programmed my CustomCharacterControl class, I had problems with BetterCharacterControl, my characters were jumping all the time
When my character goes on a mobile platform, the velocity of the platform is not applied by default to my character,
To do this, during a captured collision, I add the velocity of my platform to moving my character via the setL…
Hello everyone,
In my game, I move platforms. These platforms have a RigidBodyControl attached in Kinematic mode. I am also attaching a second control that takes care of moving the space.
When a character is on the platform, he must accompany it.
To do this, I thought to apply the velocity of the platform to my character.
To know when my character is on the platform, I capture the collision with the implementation of the PhysicsCollisionListener listener.
The character accompanies the platf…
Regarding the SiO2 bullet-char demo, you can take a look at CharInputDriver
to see how it translates the character input to a force and apply it to PhysicsRigidBody
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