Comfortable forced crouching?
Hello guys,
I have a question here. As I near the end of my next project, I have an idea. In a couple areas throughout my diorama game, I have placed some chairs. I disabled their collision boxes, but that's not quite enough.
What I wish to do is create "zones" where crouching is forced, and place these invisible zones/collision objects at the base of these chairs, so that when the chairs are walked into, the player's height is, preferably smoothly, lowered to a desired value, based on the height of that chair.
The desired effect being to allow the player to "sit" in the chair by simply walking into it, and standing back up by just walking out of the object.

This isn't necessarily a topic to say "WRITE IT FOR ME!" (though I wouldn't turn that down ;) ), but I'm asking for some guidance here in regards to which exact functions I should use, and if there's any "gotcha"s in regards to doing this with the OVR player controller when, as far as I know, player height is also grabbed from the Oculus player profile.
Any help would be appreciated, as I believe this 'small' feature would have great effect in my current project.
I have a question here. As I near the end of my next project, I have an idea. In a couple areas throughout my diorama game, I have placed some chairs. I disabled their collision boxes, but that's not quite enough.
What I wish to do is create "zones" where crouching is forced, and place these invisible zones/collision objects at the base of these chairs, so that when the chairs are walked into, the player's height is, preferably smoothly, lowered to a desired value, based on the height of that chair.
The desired effect being to allow the player to "sit" in the chair by simply walking into it, and standing back up by just walking out of the object.

This isn't necessarily a topic to say "WRITE IT FOR ME!" (though I wouldn't turn that down ;) ), but I'm asking for some guidance here in regards to which exact functions I should use, and if there's any "gotcha"s in regards to doing this with the OVR player controller when, as far as I know, player height is also grabbed from the Oculus player profile.
Any help would be appreciated, as I believe this 'small' feature would have great effect in my current project.
