Espanol
14-12-2007 05:46:42
Hi all, I am using NxOgre0.9-38 with PhysX 2.7.2 and got problem.
I use terrainSceneManager.
I created an actor for terrain by passing TerrainShape blueprint, just a simple step.
Then, I created 2 simple bodies, one is sphere and another one is capsule.
And finally, I created Character for my character, and apply MovementVectorController (just a simple 'move' function out = ((direction.rot(moveVector) * mySpeed) + g) * t)
When I built my project in debug mode and play, my character was floating above the terrain at the pose position that I had applied to it, the addMovement is working fine, I can move my character flying around my scene.
When I build my project in release mode, my character was falling by the fake gravity, but it fell through the terrain. I was confused .
By the way, 2 bodies was showing correctly, they fell to the terrain and then rest on the terrain. In addition, it got a collision effect from my character too.
I set a breakpoint and debug my project in runtime, then I just found that RayCaster* mFootRaycaster and RayCaster* mDepthCheckCaster in character class was not initialized, they were just bad pointers. Is this the point of problem?
I use terrainSceneManager.
I created an actor for terrain by passing TerrainShape blueprint, just a simple step.
Then, I created 2 simple bodies, one is sphere and another one is capsule.
And finally, I created Character for my character, and apply MovementVectorController (just a simple 'move' function out = ((direction.rot(moveVector) * mySpeed) + g) * t)
When I built my project in debug mode and play, my character was floating above the terrain at the pose position that I had applied to it, the addMovement is working fine, I can move my character flying around my scene.
When I build my project in release mode, my character was falling by the fake gravity, but it fell through the terrain. I was confused .
By the way, 2 bodies was showing correctly, they fell to the terrain and then rest on the terrain. In addition, it got a collision effect from my character too.
I set a breakpoint and debug my project in runtime, then I just found that RayCaster* mFootRaycaster and RayCaster* mDepthCheckCaster in character class was not initialized, they were just bad pointers. Is this the point of problem?