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I noticed that sometimes when I get character position via The only way I set the position of a virtual character is occasionally (on respawn) via: body.SetPosition(vec); and mostly via body.SetLinearVelocity(vec); Thinking about it, do I need to use body interface for setting position of a character instead? e.g. bodyInterface.SetPositionAndRotation(body.GetID(), vec, quat, Jolt.EActivation_Activate); |
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Replies: 2 comments 5 replies
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If Other than that it's hard to say what your problem is. I would recommend building a debug build and running with that. With a little bit of luck you will trigger an assert with a bit of extra information. |
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Yes, this is quite likely to cause a NaN in position down the line.
Convex hulls should be covered by the |
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Yes, this is quite likely to cause a NaN in position down the line.
Convex hulls should be covered …