Is it possible to adjust an object’s collision without physics when it has a dynamic collision object? If I set the CO to a different type, it breaks my movement script. I apply force when the arrow keys are pressed.
No, I don’t care about the physics information, but I was trying to make it a smooth transition. If this is the only option though, I suppose I could make a transition fade. Not a bad idea, but it kinda breaks the immersion. One of my game pillars is that everything non-action related should be calm and calculated. Having a quick break like that doesn’t stick to that theme.
The physics movement in the game isn’t necessary, so if I have to get rid of it, I’ll do it. I am using it because it is convenient and already had the exact movement style that I wanted. If I get rid of it, I’ll have to figure out some sort of calculation to mimic the behavior.
I can’t visualize what you are doing but you could possibly save data between frames to get an idea of movement in order to make the transition smoother.
It moves like an RC car, so it gradually accelerates until it reaches max speed. It’s a fast acceleration, but it’s not an immediate change from park to cruising speed. I tried to do this before, but I ran into a problem with how it reacts when you’re already moving. I couldn’t get it to mimic the acceleration at it’s current speed, as well as the change between going full speed forward and then decelerating and accelerating into reverse.
In my game, it’s just X movement. There isn’t any player movement on the Y axis.
No, there is no rotation. It’s going to be a side-view, thriller, exploration, and story game. The side-view, and the fact that the vehicle will be an exploration UGV are the reasons why it’s just moving on the X axis.
Yes, there will be collisions in the future, but they only involve stopping player movement, so they would be easy to solve manually.