For some reason, I cannot get my TCastleWalkNavigation to perform MoveBackward, nor a right strafe. Forward and left strafe work as expected. I’ve tried reinstating a different WalkNavigation to no avail, these are my current settings
An often mistake is that your didn’t enable PreciseCollisions
on the TCastleScene
that defines your level geometry.
More details:
- In the future, the
PreciseCollisions
shall be deprecated and even (further future) ignored. And we have a plan for new navigation components using only physics. At this point, thePreciseCollisions
shall be ignored and only the physics colliders (likeTCastleMeshCollider
) will matter to determine how collisions are resolved. - See 2 sections in roadmap: Roadmap | Manual | Castle Game Engine , Roadmap | Manual | Castle Game Engine for more info.
- Right now,
TCastleWalkNavigation
relies on a different calculation of collisions. This calculation treats each scene as a bounding box whenPreciseCollisions
= false, and as a precise set of triangles whenPreciseCollisions
= `true. See old collisions section. - Moreover, we have special code to enable to “get out” of the collider when you’re already inside it. Likely that’s why 2 keys work (forward and left strafe) and 2 keys don’t (backward and right strafe).
If this doesn’t help, please submit a testcase to reproduce the problem, I’ll be happy to investigate more.
Sorry if it’s a stupid question but how would one go about submitting a test case? PreciseCollisions is enabled on ‘Map’ and I’ve tried every little setting I can think of and it doesn’t help at all.
I even decimated the file in blender to see if it was a weird vertices or edges error but that doesn’t seem to be the case.
Basically: send us the project source code, in any way you like. E.g.
-
Just pack your project into zip, and attach it to a post in this forum.
You can use the CGE editor menu item “Run → Package Source” command to easily package the sources (without binaries) to a zip. If for some reason you prefer to zip it in some other way (e.g. just using file manager’s context menu to “pack to zip” or command-line
zip -r my.zip my-project/
) then also go ahead, everything is cool for usIf you don’t see a button to upload a file when composing a post on this forum (the button looks like this:
) then let me know, I will fix the forum permissions, you should have this button. -
Or, if you’re familiar with GitHub or GitLab or any other place to host the project, then create a project there and send us the link.
-
Or, upload the zip to any file-sharing service (like Proton Drive, Google Drive,
Dropbox) and send us a link. -
Or, create a GitHub bug in our repository ( engine issues ) and attach the zip with project there. You can post in the forum thread link to the GitHub issue.
AD 1 is my most preferred option, because it keeps the discussion contained to this forum thread, and it doesn’t rely on anything “external”. So someone reading this forum thread e.g. 5 years later will have all the links to zip working, and all the information. But, in the end, really all the options to share files are good
build-0.1-src.zip (1.0 MB)
I never noticed that button, my mistake.
Thanks! Investigating, it seems that PlayerDefault
keeps colliding with the camera. Toggle PlayerDefault.Collides
(in the “All” tab) to false
to make walking work OK:
This is also a TODO to remove it, just like PreciseCollisions
. In the future, we should only look at physics colliders, not at anything else. For now, navigation components look at Collides
and PreciseCollisions
. More information in 13. Old system for collisions and gravity. I know this is confusing, sorry – we have a plan to make it better, for now when you use the TCastleWalkNavigation
you need to be aware of PreciseCollisions
and Collides
settings.
Thank you! I could’ve sworn I played around with that setting but I guess I didn’t. Sleep deprivation is not a fun thing