I noticed here that the capsulecast constructors don't have any other dimension values than radius. Now the radius I need but I also need the height. I want the capsule to match my players collider and using a layer mask I can check if he brushes into something and respond. Now even though I welcome the discussion as to whether that is a correct approach I would request that the focal point of any assistance remains at understanding how I can modify the dimensions of the capsulecast shape or simulate other variables to have it's performance be the same as of that when it is shapechanged.
Thanks in advance!
EDIT 10:54 12/03/2010:
Hmm did I maybe misinterpret the point 1 and point 2 variables ? Can I mold the shape with that? It seems so redundant since there already is a variable for distance and direction. If so then what is the origin point of the cast? I Still need to link that to be the exact center of the casting object or the collision detection will be wrong. (If all else fails I could go for SweepTest but I'd rather not)
EDIT 10:59 12/03/2010:
Here's a code sample of an attempt to glue it onto the controller. Going to test it soon. Hoping that the point variables center align on the origin and fitting it will auto-match for that reason. If not I will notice soon enough. Regardless I will post my resulst here, it may help someone in getting a good capsule cast in C# :)
private bool BrushingRight()
EDIT 12:53 12/3/2010:
The system as a whole seems to be able to function with isTrigger property on the target collider but that's not something I want to be having in the entire environment. It is also not a great idea to have that many dependancies for me now.
NOTE: The speed of the controller greatly effects the measurements. Still
But why would it function as isTrigger with Physics.Capsulecast? Maybe it just skipping the rigidbody collision changing the range and therefor it does register brushing through it but when I increase the brushrange (range required between character controller capsulrecast and a collider ) there is no difference in the results , I do think that disproves that theory, which leaves me back with, why is isTrigger property making a difference??
FINAL EDIT 13:04 GMT+1 12/4/2010:
I can chop in down into the two only pieces now relevant for me
1: How do I build and see a capsulecast, or can someone explain it clear enough with a construction example and maybe some sort of image or image description? Debug.DrawLine is not really doing the job for me. I want to see what I'm doing with the point 1 and point 2 variables.
2: What is the effect of the isTrigger property on a collider I interact with using RayCast or any other form of such casting? Since they gave me different results I would expect it to have an effect. What could that be?