edited October 11 in ORK Support
I'm currently setting up a project where I'm trying to use the grid system in combination with the 3D RPG project.

Most things seem to be working alright however as can be seen in the video that is attached there seems to be some sort of collision issue between the player and the grid itself which causes the characters to either jiggle while moving or float in the air.
I know that in one of the older tutorials you disable the collision on the player before they move but when I try to add that into movement schematic it causes the player model to simply stay behind even if it registers the character as moved on the grid.

I have also attached an image of my setup Grid Movement Schematic (I just borrowed the one that's being used for the 2D project and changed the character controller). https://ibb.co/N1N2J7Z

Video:

Any help would be much appreciated :)
Post edited by Sebastian on
  • edited October 11
    How are your grid cell prefabs/highlights setup, do they have colliders on them?

    Another thing to try is to specify the movement component in the Change Position node. Granted I'm using a custom controller so that might have been the main source of my issues, but I found that specifying my movement component gives me the results I want:

    image

    You could for example just use Transform as the Move Component and it might give much smoother depending compared to your current controller's implementations of movement.
    Post edited by Acissathar on
  • I'm currently using the grid cell prefab provided by Ork in their grid tutorial package. The grid cells do have collision on them but if I disable the collision it causes the grid movement to break instantly.

    As for the character controller I'm using the basic character from the 3D RPG tutorial along with their character controller. Swapping the move component to combatant movement component unfortunately doesn't work and so far none of the drop down options on that list have worked for me so I'm kinda stumped.
  • edited October 12
    Try adjusting the character controller components height at the base of the char prefab. Looks to me that's colliding with the ground/grid perhaps. The char controller component can cause it to float or drop to the ground after movement or movement animation to stop playing if it's not positioned right

    Edit
    I watched it again, does it happen other places than the cobblestone? The "simple move" colliding with things is a bit funky (I think that's what you meant by basic) and maybe it's hitting a box sticking up from the stones or some object.
    Post edited by GeneralK on
  • Try changing the Change Position node's movement component to Transform. That way movement is without physics. If the issue still occurs with that setup, it's most likely some offset, e.g. the grid cell type's offset or the combatant's spawn offset.
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  • That worked like a charm, could have sworn that I tried using the transform action but I guess here we are.

    Thank you very much :)
  • If I change mine to Transform on change position node the animations for walking/running no longer play. It does solve my remaining clunk to ground issues after moving tho hehe.

    I tried adding a combatant animation node for walk/run and it works, but there is a delay before the animation starts playing.

    I'm using character controller.

    I've been searching forums and guide but there isn't a lot of information about the move components that I can find.

    Should I try baking navmesh instead? I haven't done so because the majority of my movement is on the grid.

    Thanks

  • edited November 14
    If you're using a Character Controller, try changing the movement component to Character Controller in the node.

    What's your movement animation setup? E.g. are you using Mecanim and forward the movement speed or the auto movement animations of the combatant?
    Post edited by gamingislove on
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