Tweak prediction
This commit is contained in:
@@ -330,18 +330,18 @@ impl KinematicCharacterController {
|
||||
if let Some(snap_distance) = self.snap_to_ground {
|
||||
if result.translation.dot(&self.up) < 1.0e-5 {
|
||||
let snap_distance = snap_distance.eval(dims.y);
|
||||
let offset = self.offset.eval(dims.y);
|
||||
if let Some((hit_handle, hit)) = queries.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
character_pos,
|
||||
&-self.up,
|
||||
character_shape,
|
||||
snap_distance,
|
||||
snap_distance + offset,
|
||||
false,
|
||||
filter,
|
||||
) {
|
||||
// Apply the snap.
|
||||
let offset = self.offset.eval(dims.y);
|
||||
let snap_distance = hit.toi - offset;
|
||||
if snap_distance.abs() > 1.0e-5 {
|
||||
result.translation -= *self.up * snap_distance;
|
||||
@@ -356,7 +356,7 @@ impl KinematicCharacterController {
|
||||
}
|
||||
|
||||
fn predict_ground(&self, up_extends: Real) -> Real {
|
||||
self.offset.eval(up_extends) * 1.4
|
||||
self.offset.eval(up_extends) * 1.3
|
||||
}
|
||||
|
||||
fn detect_grounded_status_and_apply_friction(
|
||||
|
||||
Reference in New Issue
Block a user