Thanks for watching, sorry about the bad audio. If you like this, please consider subscribing it helps me out a lot. =) Join my discord if you want: discord.gg/pW2nQxS
there is a lot in it but I will make a tutorial on this channel after I fix the bugs and make a game. but in my discord server I can explain what I did.
@@MatthewCaldwell Actually it would bring the fps way down if they where all cubes so it's actually all one mesh that I put together in a script and I use a flood flow algorithm to detect if there is a separate part in the mesh that's not connected to the ground and if there is then I separate it into another mesh and add physics to that. If you wanna know more about it you can join my discord and later I can explain it better.
oh sorry I meant flood fill I always get confused and call it that. I dont know much about it but i think having a ton of cubes each with a seperate mesh and collider is harder than just having one mesh
Thanks for watching, sorry about the bad audio. If you like this, please consider subscribing it helps me out a lot. =)
Join my discord if you want: discord.gg/pW2nQxS
Could you please share the code or make tutorial on how you did it? I am having issues and don't know how to resolve them ro achive such physics.
Pls make tutorial on this video
how did you make this?
there is a lot in it but I will make a tutorial on this channel after I fix the bugs and make a game. but in my discord server I can explain what I did.
Consider looking into the better jumping videos. Your jump feels a bit floaty. Looks good otherwise.
Thanks I'll try it out. I just made this character controller really quickly to test out the videos so that's why it's so bad
@@drollestprawn make sense! Are all of those cubes physics objects or are you making them physics objects when they need to do physics stuff?
@@MatthewCaldwell Actually it would bring the fps way down if they where all cubes so it's actually all one mesh that I put together in a script and I use a flood flow algorithm to detect if there is a separate part in the mesh that's not connected to the ground and if there is then I separate it into another mesh and add physics to that. If you wanna know more about it you can join my discord and later I can explain it better.
@@drollestprawn I was thinking it would be too resource intense to do it that way. Never heard of that algorithm but it sounds cool.
oh sorry I meant flood fill I always get confused and call it that. I dont know much about it but i think having a ton of cubes each with a seperate mesh and collider is harder than just having one mesh