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mtakac avatar mtakac commented on May 6, 2024

At first I thought we could add some condition to the IsSlidingConditionSO that would prevent the player entering the sliding state if the collider of the body he collided with is less than certain height.

But after more testing, I think this might actually be connected to #167. The problem is that the Pottery object has a sphere collider and you're "climbing" and sliding from this sphere. What seems to be worse, is that you can still climb the pottery even if it's much larger (that's without any jumping, I am just holding down a movement key):

Screen Recording 2020-11-19 at 04 17 33

I think limiting the slope that player can climb and maybe even matching it with the slope that's needed for player to slide would be a good solution.

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ciro-unity avatar ciro-unity commented on May 6, 2024

Ah, if it's a matter of collider, it might be even better to assign it a different one (for instance a Capsule?). Again, no huge deal for now, but let's keep an eye on this one.

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mtakac avatar mtakac commented on May 6, 2024

The problem from my previous comment seems to be fixed now. After I pulled a new version today, I can no longer reproduce it. I am not sure what fixed it, but now, if the pottery is larger it just blocks the player's movement and he's not able to walk over it, nor is there any flickering between walking and sliding states.

Regarding the original issue: yes, changing the collider would solve it, although maybe not Capsule, but rather Box collider. The thing is, Capsule collider still has a slope on its top so if it small enough it'll cause the same issue. Since Box collider has flat top, you either step through it if it's small enough or it will block your movement without changing to sliding state. In this case, the pottery objects are large enough to block the movement when using Box collider.

A bit off-topic: This might not be a good idea or maybe it won't be an issue at all but I wonder if it wouldn't make more sense to prefer Box colliders for small game objects as these pottery vases. I think in 99% of cases the Box collider would be good enough approximation of the object's actual shape so the player wouldn't notice anything and we would save ourselves some troubles with issues similar like this one. Also, I would expect that it's much more performant since box shape is much simpler than sphere or capsule.

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ciro-unity avatar ciro-unity commented on May 6, 2024

Closing this one because the issue hasn't happened in a while, and we are happy with the current behaviour. Thanks!

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