I’ve implemented the crouch mechanic. I accomplished this by having 2 character controls. One standing (tall capsule) and one crouching (short capsule). Then enabling and disabling them. The swap is not visible. The tall beige capsule and the short beige capsule are TWO different capsules.
The yellow capsule is a ghost control. Unfortunately it only registers convex shapes. So it captures a touch anywhere in the mesh of the level. In order to collide with the ceiling I’m going to have to place cubes through out the level when the player is not supposed to un-crouch.
If anyone could tell me a work-around for the ghost control to not trigger when inside (but not touching) a static RigidControl that would be nice.
Edit:
Resolved the issue by colliding the floor geometry with a sphere (bounding sphere) on top of the player. Collision and Intersection
Thanks anyways!
If any of you have an android phone, I would appreciate if you can test my game I just released. This is a very simple game but it is my first game made with my editor. I am trying out the android export capability. Here is the link:
Works well also on my Samsung S22.
Sometimes a spider leaves rapidly the screen by going left or right, making it difficult to squash.
Is that intended ?
In my imagination, it should have the ability to use font fallback feature like fontconfig, thus means you can draw english characters with Times New Roman, and chinese characters with Noto Serif CJK, and emoji with Apple Color Emoji (or something you like).
Maybe we can have a font.config that can define the font-family like css.
render-type: sdf; // sdf, msdf, bitmap
font-color: #ffffff;
font-size: 32px;
font-family: Arial, Noto serif CJK, Apple Color Emoji, sans-serif;