Hey all, its difficult to see from the picture but my character is floating above the bridge as if its a box collider, instead of being on the surface of it.
All the objects around it was set to a mesh collider so I went in and place box colliders on each piece except the bridge I left that as a mesh collider because of the bowed shape.
I double checked my characters cage and its right at the bottom of her feet. I appreciate any assistance with this.
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I can’t really tell what’s going on from that screenshot. If you could post a screenshot of the editor, showing the player model and the player collider, that would be helpful.
Here is another screenshot, it appears even with a character controller on the character if I lift her above the surface and play she is not ‘falling’ to the surface as she should.
Ok, can you post an orthographic screenshot from the side showing the character floating about the bridge with both the character controller and bridge collider selected so that we can see them.
No collision is happening(we cant see because the screenshot isnt clear enough, the character could be standing on an object underneath) Solution would be to add a collider manually if there isnt one, or to re import the object just to make sure
Collision box is offset, solution just tweak the colliders center and size properties
There is no gravity, this is easy, is the character simply staying at the instantiated position or are they falling
lol, this is nothing to do with your bridge then. The new question is how to implement gravity?
I’ve actually forgotten as I believe it was inherent within the FPS walker script, however perhaps someone can enlighten us now that this is established.
My setup includes a character controller and the FPS walker script with the gravity setting set to any positive value.
Check you have both of these, any object given a rigidbody should fall, and the characters gravity is all in the FPS walker I believe. Make sure gravity is at a positive value, if you have changed FPS walker in any way put the original on just to debug.