Taller collisionbox probs

Well I want my collision / hitbox to be taller than just average cube and the only way to get it to recognize anything other than the default box shape is to press the bounds button. I do this and set it so all works same as did before except It now get caught on edges alot. and cant go over even the smallest steps … Is their a way to make it recognize the collision that will keep it how it is and still recognize the shape of the rectangle ?

Here for example climb to the top of platform and walk across bridges notice you dont get hooked on steps of the bridges onto the platform. Bounds makes it so you so and even if I add ramps it seems to atleast stop and make you have to press forward again …

Attachments

linV movement.blend (256 KB)

I think you should use a sphere to move objects about. Then, parent a box to the sphere and use Compound collision; if that’s available, it should give you the best of both worlds - the ease of movement of a sphere with the custom collision shape of the box.

A nice compromise between box and sphere is “capsule” collision bounds. It kinda makes a collision shape like a pill capsule (a cylinder with rounded ends). You could try this as an alternative to compound objects.

When did we get capsule? I know Bullet has them and I saw some neat stuff someone did with a private build but I didn’t realize they’d made it in to the official line.

You can also build any bounder you like. Make the shape your want to enclose your model, use no more than 32 polys and make sure it’s convex. (You can try ignoring those last two clauses but the results will be unpredictable) Then put it in the same group as the game object and in the same space and parent the bounder to the object. Make the object non-collision and the bounder object a convex hull. I mostly use this for props but if you build a fillet in the bounder model’s base it does solves your catching on corners issue for players and other mobs.

PS, also having re-read your post I think I should point this out: Box is not the default, Sphere is. This is why you didn’t have the corner catching before you changed the bounds, they were not boxes in the first place.