WiggleWizard

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Will pull this into our repo and test these changes on Monday.

Thanks for the info. I've been meaning to update this with our studio's changes but we've been really busy...hopefully next week I will have enough down time on the programming...

It's worth noting that I've updated the plugin to work in UE5: https://github.com/WiggleWizard/UnrealImGui. It was about a 4 line change that was easy to find due to compiler errors.

It likely won't work with a rigid body, mostly just because the movement script acts as its own isolated physics. I've never used a rigid body in Unity, I've usually...

Would be nice if you could contribute to this project for everyone :) could you make a pull request please??

I don't see a pull request :P Once you make a pull request I'll check it out, accept it and probably do some work to make it a drop in...

You're pretty much correct: the velocity going into the wall continues even when you hit the wall and so the rocket you shoot attempts to add onto the velocity but...

The way it's handled in Quake is to clip the player's velocity perpendicular to the surface hit. However it's a bit more complex than I described in that they resolve...

You can't right now, it's hardcoded into the script. You'll have to revert the CPMA style to VQ3 manually by porting the VQ3 code yourself. Sorry!

I'd love to try, you using the latest CryEngine version? What language are you guys using for your remake?