ClientSim
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Player physics do not match in-game (jumping, running, etc.)
It makes it very difficult to design colliders/etc. when the clientsim player can jump higher and walk up steeper slopes than the player in VRChat actually can. I'm just making a basic world but I can't imagine how difficult this must make making for instance a parkour or jumping puzzle world.
The clientsim player can walk right up steep slopes whereas the in-game player gets stuck sort of flying/sliding on them. The clientsim player can jump over colliders that the in-game player doesn't jump high enough to clear.
In my case I'm just using the default VRCWorldSettings provided by the SDK example: jumpImpulse 3 walkSpeed 2 runSpeed 4 strafeSpeed 2