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Is your feature request related to a problem? Please describe.
Character controllers are the obvious go-to for making physics based NPCs and vehicles, this is even the case for official Resonite content, which utilizes character controllers for vehicles, but using a character controller for a controlled object requires a large amount of redundant code to make the character controller actually move itself. Essentially the only aspect of the character controller flux controlled physics actors can take advantage of is collision detection, reaction to force fields, and gravity, and to create something like a car, you have to do a lot of manual calculations to set and add velocity based on movement, which is confusing, because the character controller has built in functions for movement and jumping, that can simply only be invoked by the "Physical Locomotion" component. Having a way of simply telling a character controller to "walk forward" or "jump" based on the parameters already contained in the component would heavily simplify physics based non player actors.
Describe the solution you'd like
A set of nodes for giving the character controller commands that would normally be given by the Physical Locomotion component, such as node that passes a float3 vector for moving that is automatically multiplied with the "speed" value in the character controller, a node that makes the character controller jump based on its "jump speed" value, etc,
Describe alternatives you've considered
Not really sure what the alternatives could be, of course making redundant flux that doesn't take advantage of the innate functionality of the character controller is an "alternative", but I think this is a reasonable addition for quality of life and efficiency. I feel like even as the physics system is reworked and we get access to proper rigid bodies this would never really stop being useful as an alternative to doing everything manually by hand.
Additional Context
Having not seen the code of the game I don't know what the "physical locomotion" component is precisely responsible for when it comes to making a character controller function as a user locomotion driver, but from what I understand by the placement of the parameters, the ability to jump, walk, and run, are all innate, and are simply controlled by the physical locomotion component.
Requesters
@amplified3d
The text was updated successfully, but these errors were encountered:
If I am understanding your request correctly, you are effectively wanting a mechanism to puppet / pilot additional character controllers that exist outside of your user using the same native Resonite control scheme?
Is your feature request related to a problem? Please describe.
Character controllers are the obvious go-to for making physics based NPCs and vehicles, this is even the case for official Resonite content, which utilizes character controllers for vehicles, but using a character controller for a controlled object requires a large amount of redundant code to make the character controller actually move itself. Essentially the only aspect of the character controller flux controlled physics actors can take advantage of is collision detection, reaction to force fields, and gravity, and to create something like a car, you have to do a lot of manual calculations to set and add velocity based on movement, which is confusing, because the character controller has built in functions for movement and jumping, that can simply only be invoked by the "Physical Locomotion" component. Having a way of simply telling a character controller to "walk forward" or "jump" based on the parameters already contained in the component would heavily simplify physics based non player actors.
Describe the solution you'd like
A set of nodes for giving the character controller commands that would normally be given by the Physical Locomotion component, such as node that passes a float3 vector for moving that is automatically multiplied with the "speed" value in the character controller, a node that makes the character controller jump based on its "jump speed" value, etc,
Describe alternatives you've considered
Not really sure what the alternatives could be, of course making redundant flux that doesn't take advantage of the innate functionality of the character controller is an "alternative", but I think this is a reasonable addition for quality of life and efficiency. I feel like even as the physics system is reworked and we get access to proper rigid bodies this would never really stop being useful as an alternative to doing everything manually by hand.
Additional Context
Having not seen the code of the game I don't know what the "physical locomotion" component is precisely responsible for when it comes to making a character controller function as a user locomotion driver, but from what I understand by the placement of the parameters, the ability to jump, walk, and run, are all innate, and are simply controlled by the physical locomotion component.
Requesters
@amplified3d
The text was updated successfully, but these errors were encountered: