CharacterController and TriggerCollision

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CharacterController and TriggerCollision

Postby JulBaxter » Fri Apr 09, 2010 5:12 am

What is the good way to allow the characterController( CharacterJoint + RigidBody ) to go through collision set as trigger ?
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Re: CharacterController and TriggerCollision

Postby JulBaxter » Mon Apr 12, 2010 6:17 am

The only solution I have found is to use CollisionGroup. Is there another solution ?
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Re: CharacterController and TriggerCollision

Postby JernejL » Mon Apr 12, 2010 7:17 am

JulBaxter wrote:The only solution I have found is to use CollisionGroup. Is there another solution ?


You can set two materials to be non-collideable.
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Re: CharacterController and TriggerCollision

Postby JulBaxter » Mon Apr 12, 2010 8:07 am

Thank you for your answer Delfi, but it was what i wanted to say by "CollisionGroup".

Why CharacterJoint algorithm don't take care of trigger Collision ? Is it a choice or is it a TODO ?
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Re: CharacterController and TriggerCollision

Postby JernejL » Mon Apr 12, 2010 4:01 pm

Well you can handle material contact and discard contacts on AABB level or actual contact level based on which bodies there are as you wish there.
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Re: CharacterController and TriggerCollision

Postby JulBaxter » Tue May 18, 2010 5:10 am

I think CustomPlayerController can't pass through Trigger or Body set as non collidable because of the NewtonWorldConvexCast inside the CalculateVelocity function. It is called in the PlayerOnFreeFall or PlayerOnLand functions and nothing is done at this place to know if "ConvexCasted body" is trigger or non collidable. Am I Wrong ?

if not, what can I do ?
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Re: CharacterController and TriggerCollision

Postby Julio Jerez » Tue May 18, 2010 9:03 am

That maybe true, I will see what I can do.
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