private void Physicalize() { // Physicalize the player as type Living. // This physical entity type is specifically implemented for players var parameters = new LivingPhysicalizeParams(); //The player will have settings for the player dimensions and dynamics. var playerDimensions = parameters.PlayerDimensions; var playerDynamics = parameters.PlayerDynamics; parameters.Mass = Mass; // Prefer usage of a capsule instead of a cylinder playerDimensions.UseCapsule = true; // Specify the size of our capsule playerDimensions.ColliderSize = new Vector3(0.45f, 0.45f, EyeHeight * 0.25f); // Keep pivot at the player's feet (defined in player geometry) playerDimensions.PivotHeight = 0.0f; // Offset collider upwards playerDimensions.ColliderHeight = 1.0f; playerDimensions.GroundContactEpsilon = 0.004f; playerDynamics.AirControlCoefficient = 0.0f; playerDynamics.AirResistance = AirResistance; playerDynamics.Mass = Mass; Entity.Physics.Physicalize(parameters); }
private void PhysicalizeEntity() { var physicsEntity = Entity.Physics; if (physicsEntity == null) { return; } var parameters = new LivingPhysicalizeParams(); var playerDimensions = parameters.PlayerDimensions; parameters.Mass = 90f; playerDimensions.PivotHeight = 1f; Entity.Physics.Physicalize(parameters); }