Hi Photon - really cool project you have here with TrueSync - been waiting for something like this for a while!
I ran through the TrueSync tutorial, no problems. Now I'm trying to put the player controlled boxes into a simple environment. When a player controlled box hits a wall, it should not be able to move in that direction. The two ways that I know of to handle this are "inside the physics system" - IE use velocity, constraints,etc. and "outside the physics system" - IE use raycasts or child colliders to detect when a gameObject is near a wall, and modify a transform position based on that. Since the tutorial uses the latter technique to move players around, I thought the best method would be to continue with that - unfortunately, TSRaycast doesn't seem to be behaving as I'd expect, and a physics based solution seems unwieldy. Been wrestling with this for a few hours now, so my question is this: What is an effective way to build player/environment collision in TrueSync?
Thanks!
T
I ran through the TrueSync tutorial, no problems. Now I'm trying to put the player controlled boxes into a simple environment. When a player controlled box hits a wall, it should not be able to move in that direction. The two ways that I know of to handle this are "inside the physics system" - IE use velocity, constraints,etc. and "outside the physics system" - IE use raycasts or child colliders to detect when a gameObject is near a wall, and modify a transform position based on that. Since the tutorial uses the latter technique to move players around, I thought the best method would be to continue with that - unfortunately, TSRaycast doesn't seem to be behaving as I'd expect, and a physics based solution seems unwieldy. Been wrestling with this for a few hours now, so my question is this: What is an effective way to build player/environment collision in TrueSync?
Thanks!
T