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(+1)

Thank you for your kind words! We tested the idea with walking on boulders a bit late into the project and had to find the fix, rather than rebuilding the system from ground up,

if you're curious what we did - on player character we have a collision detection capsule that on overlap disables physics for boulders. And then we have another, slightly smaller Character Collision capsule, that can push physics objects. The Idea was to disable physics, before Character Collision can reach the boulder, but it appears that there is a way for boulder to overlap with both at the same tick, therefore the physics get resolved, at least that what I think has happened, not 100% sure lol.

I'm sure there is a million better way to do this, but in our setup that seems like the best quick-fix solution, and it's serviceable it seems, so I'll take that ^^

Regardless, I'm glad it worked as intended after the restart!