Charactercontroller/OVRCharactercontoller&rigid body/physics
I've been experimenting with hmd flight controls with an OVRcamerarig attached to a rigid body cylinder. Ideally I'd like the player to have basic fps controls and then be able to fly off of the ground.
I am currently using rigid body physics for the flying controls, where in the player controller you have the ugly .js character motor to deal with or in OVRcharacter controller you have fake gravity coded in to the character controller and no rigid body in either.
What are best practices / popular methods of adding physics to players? Are rigid body's a Nono? And why?
I am currently using rigid body physics for the flying controls, where in the player controller you have the ugly .js character motor to deal with or in OVRcharacter controller you have fake gravity coded in to the character controller and no rigid body in either.
What are best practices / popular methods of adding physics to players? Are rigid body's a Nono? And why?
