I am experimenting with building a game which has two main requirements:
- A playable character which moves as with a character controller (quick acceleration and sudden stops, quick turns, no gravity effect, etc.)
- The ability to interact with object using realistic physics that make the most sense with a rigid body (for example, my character runs into a box and pushes it off of a shelf onto an enemy below).
So my question is: what is the best strategy for building a game with the best of both worlds? If I want to use a character controller on my character, and a rigid body on my box, how can I make a man hit the box and knock it off? It appears that the rigid body and CC just don’t work together - so what combination DOES work?
And also, I’m aware that the simple task of pushing a box off of a ledge would be fairly easy if I coded it by hand, but I’m looking for realistic physics and also interaction with a wide variety of environmental items, so coming up with a way to hard-code transforms for everything in the game without physics just won’t cut it.
How is it not correct exactly?
– Vega4Life