Hi,
I have a procedural dungeon generator and I end up with a lot of ground tiles with box colliders. The problem is, I am using a rigidbody character mover, and the idea is pretty simple:
deltaVelocity = moveDirection * moveSpeed * movementMultiplier;
myRigidbody.AddForce (deltaVelocity - myRigidbody.velocity);
I’ve been using this for quite some time now and with good results, however this is the first time I am working with a procedural map. The problem is, the character loses speed when transitioning from one ground collider to the next… as if… well, I don’t even know… as if it was maybe colliding with the next box collider, or… I don’t know =P
The ground colliders are on the exact same height and size, and I’ve tested putting them barely touching each other and with some huge overlaps, but still have the same problem.
Does anyone have any idea of what I could do to get around this?
Thanks for your attention,
Best regards,
Allan