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collision_override [2017/09/21 12:38] – justin | collision_override [2017/09/21 12:38] – justin | ||
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=====Terrain Following===== | =====Terrain Following===== | ||
- | Overriding the collision for a tile instructs the game to use the voxel coordinates of the overriding tile instead of its own when calculating the vertical position of the player as they walk across it. This is useful when a particular tile has bumps, ruts, holes, etc. that would normally result in a undesirable visual effect when the player | + | Overriding the collision for a tile instructs the game to use the voxel coordinates of the overriding tile instead of its own when calculating the vertical position of the player as they walk across it. This is useful when a particular tile has bumps, ruts, holes, etc. that would normally result in a undesirable visual effect when the player |
In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across smoothly. This feature can be used together with the different " | In the example below, the tile with tall grass on the left does not have a collision override assigned, so the player pops up and down when walking across it. As for the tile with tall grass on the right, a completely flat tile was assigned as its collision override, so the player walks across smoothly. This feature can be used together with the different " |