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Who will help with rigibody and tilt?
Hello. I have already climbed the entire Internet, but I still can’t implement it normally. Apparently the hands are crooked.
There is a player, a capsule collider, the movement goes through the physics of the ridgebody.
The problem is when he goes down the slope (for example, a ladder without steps, but just with one collider), then the player bounces (this is how physics works out).
I need to somehow calculate, if the player climbs the stairs, he should not roll down (that is, physics lifts weakly at the top). if the player goes down, the physics should press him down hard.
That is, you need to take into account the slope of the stairs / slope and in front of the player (in order to understand whether he is going up or going down).
Help (
That is, the question is more mathematical, how to calculate the vector correctly, etc.
There are surface normals: _groundHit.normal
Player movement:rb.velocity = direction * Time.fixedDeltaTime;
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