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bytecauldron

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A member registered Jul 26, 2018 · View creator page →

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Not at the moment but mobile is the next target I'm looking into. PhysX needs to be recompiled for each platform. They all have their own little quirks for communicating with an external lib.

Actually quick correction on 3. PhysX has a dedicated climbing mode option for CCTs. You can make it slide by just passing the non_walkable_mode option as GMPHYSX_CCT_NON_WALKABLE_MODE_PREVENT_CLIMBING_AND_FORCE_SLIDING. I can set that as the default next update.

1. I figure you're referring to the first CCT demo. CCT has three flags that return on Move to detect bottom/side/top collisions with the kinematic player movement is all controlled from the step logic. So, it should be a matter of just resetting vertical velocity when a top collision is detected. I can fix that next update. https://nvidia-omniverse.github.io/PhysX/physx/5.6.1/_api_build/structPxControll...

2. Are you referring to collision callbacks? It's a rougher part of the API but, you can get the collision normal on_enter. Keep in mind that's for normal dynamic actors, not CCT. It's under the Collisions section of the docs. Scene queries like raycasts also return hit normals. I did add a helper function to CCT's in the next update to detect floor normals.

3.  I figure I would just adjust the CCT deceleration when the slope limit is detected. I'll look into it, sure. https://nvidia-omniverse.github.io/PhysX/physx/5.6.1/_api_build/classPxControlle...

Hey! Thanks for pointing that out. Noclip shouldn't be interacting with dynamic objects at all. I had purposely set the collision filtering to ignore between the player layer and prop layer, but that didn't fully translate in noclip. CCT's are tricky because there are two separate filters (query sweep and sim). I'll fix that next update.