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In the current implementation, if "unclampedResetAngle" is less than the turn angle, then the entire turn will have no physics (reset).
Instead, we could apply turn physics to only the last part of the turn.
Consider a new config property "clampAngle". It will be set to a small angle value, say, 40°.
Now, if the character makes a turn of 150°, then the first 110° will have no physics (reset). But, physics will start applying to the remaining 40° ("clampAngle") of the turn.
This will provide more realism as you will still see proper physics at the end of the turn.
The text was updated successfully, but these errors were encountered:
In the current implementation, if
"unclampedResetAngle"
is less than the turn angle, then the entire turn will have no physics (reset).Instead, we could apply turn physics to only the last part of the turn.
Consider a new config property
"clampAngle"
. It will be set to a small angle value, say, 40°.Now, if the character makes a turn of 150°, then the first 110° will have no physics (reset). But, physics will start applying to the remaining 40° (
"clampAngle"
) of the turn.This will provide more realism as you will still see proper physics at the end of the turn.
The text was updated successfully, but these errors were encountered: