Alienhead Posted January 22 Posted January 22 self.entity:SetGravity(0,-100,0) Has absolutely NO EFFECT on any entity I set it to. It doesn't have to be -100, can be any adjustment.. Quote Alienhead Components and Software
Josh Posted January 23 Posted January 23 Is the mass set? --Initialze Steam (optional) --if not Steamworks.Initialize() then return 1 end --Load FreeImage plugin (optional) local fiplugin = LoadPlugin("Plugins/FITextureLoader") --Get the displays local displays = GetDisplays() --Create a window local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) --Create a framebuffer local framebuffer = CreateFramebuffer(window) --Create a world local world = CreateWorld() world:SetAmbientLight(1) local cam = CreateCamera(world) cam:Move(0,0,-4) local box1 = CreateBox(world) while window:KeyDown(KEY_ESCAPE) == false and window:Closed() == false do if window:KeyHit(KEY_SPACE) then box1:SetGravity(0,10,0) box1:SetMass(10) end --Garbage collection step collectgarbage() --Update the world world:Update() --Render the world to the framebuffer world:Render(framebuffer) end Steamworks.Shutdown() Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Alienhead Posted January 23 Author Posted January 23 yes MASS is set... I take it character controller behave differently ? I got the setgravity to work on word objects.. just not the controller.. I got a work around though. Quote Alienhead Components and Software
Solution Josh Posted January 23 Solution Posted January 23 Ah, I did not realize it is using player physics. That's a completely different "fake" physics simulation and I did not even think about it. I am adding this now... 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.