Re: [realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Ali Kämäräinen
Oh, just remembered: check out the LudoCraft Circus sources and simpleavatar.js function ClientUpdateAvatarCamera. There is some camera + ray casting code that will help you very likely. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org

[realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Vik
Thank you, Ali for links. On Apr 10, 12:31 pm, Ali Kämäräinen wrote: > The avatar application camera code is not set in stone, but just a simple > reference implementation you can modify it freely for your purposes. > For pointers, see these links for > examplehttp://answers.unity3d.com/questio

Re: [realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Ali Kämäräinen
The avatar application camera code is not set in stone, but just a simple reference implementation you can modify it freely for your purposes. For pointers, see these links for example http://answers.unity3d.com/questions/25557/how-to-prevent-a-3rd-person-camera-from-clipping-i.html http://answers.

[realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Vik
The camera move together with avatar, so, I need some kind of calculation on client side before move. Do I need setup EC_ProximityTrigger and validate distance before move? Or this is bad way, because will degrade performance considerably? On Apr 10, 12:07 pm, Ali Kämäräinen wrote: > For controll

Re: [realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Ali Kämäräinen
For controlling what the user can and cannon see, the recommend way is to control what the camera can see. For more complex meshes, I'd try the ConvexHull shape. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org

[realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Vik
Yes, as you told, the server will put it in the correct position.But, having laid aside esthetic effect, my concern on the user, he can look behind a door and wall even if can't open a door. On Apr 10, 11:00 am, Jonne Nauha wrote: > I have seen this too, I think it might have something to do wit

[realXtend] Re: RiggidBody. Avatr partially gets trough...

2012-04-10 Thread Vik
This will work for simple object, but for complex mesh, if i use TriMesh as ShapeType, I need to create second mesh for rigidbody? On Apr 10, 11:04 am, Ali Kämäräinen wrote: >  Hi, > > Possible bugs aside, you should be able to prevent the avatar going through > the wall by making the size of the