Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
SDK Question
#2
Hi Philip!

I assume you have gravity enabled ;-> My guess would be that your player object has a collider that does not encompass its origin, which can cause our downward raycast from the origin to mistakenly report that it's hitting the ground and create a buffeting force. Try setting your collider layer to "Ignore Raycast" to see if that fixes it.

The Special Delivery game on PS4 used our SDK, but it has been mostly used for games built around Virzoom. Our own games override VZPlayer.UpdateSetup and customize VZController.prefab to work with different sensors and allow you to see through the loading screen, like Explorer's new mapparium.

We've talked about the future of the SDK and think it lies in two directions. One direction is making it easier to add VZfit support to 3rd party games not initially designed for it. The other direction is to make our own games more extendable by users, like the way users can share custom rides to Explorer, but to add levels to Play.
Reply


Messages In This Thread
SDK Question - by mrphilipjoel - 05-17-2020, 07:15 PM
RE: SDK Question - by emalafeew - 05-18-2020, 06:17 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)