Hi.
I'm playing around with FPS controllers like in this video tutorial series. The controller pays attention for slopes and even works with stairs (via RayCast elements).
I implemented some test levels with models I got from different asset packs of the same publisher. For every imported 3D model (FBX-Files) I used the "create static trimesh body" menu entry (the menu "Mesh" appears at the top of the editor window if a mesh is selected). It creates a concave polygon shape under a static body node. I save every Model as a seperate scene and use them to assemble the levels.
But I got some issues with different types of floor elements. Some of them don't have a flat surface (like a cube or a plane has). There are some very small deeper or higher parts (for example to represent a tiled floor element). Here are some examples (see green circles):
If I use my FPS controller implementation at flat floor elements, there is no problem with it, but if I use it with some of the non flat surfaced floor elements, it comes to issues like stucking at the deeper or higher parts or sliding "into" a deeper part or sliding along it.
What can I do to prevent this?
Is there a better way to handle collision for such elements and if yes, how to do this on complex ones (like the one with the stairs)?
Maybe it's just a fine tuning problem of the fps controller values. I don't know where to start, adjusting the controller or the collision of the models.
Cheers Z3R0PTR