It seems that the lower the gravity, the more slippery are the characters.
I haven’t seen this mentioned anywhere and im confused on whether its a bug or intentional.
(I really doubt its intentional, it really breaks with how i have to script my game.)
Character Controller characters need gravity to be 1000 to have movement behave exactly as properties are set, respecting friction of GroundControllers and so on.
This is an issue that completely stops me from working on my game overall, because its hard to script around physics that don’t seem to respect friction properties, making it completely unpredictable with movement scripts.
I used to think the short acceleration when stopping was intentional somehow, but it turns to be a bug somehow bound to the gravity that makes the character all slippery.
Hi TheLeadHimself!
We have prioritized this work and will be taking a look at it within a few weeks. We completely understand that this is affecting your work, and we will get back to you as soon as we are able to investigate the issue. Thank you for your patience!
The new chracter controller is intentionally friction based, so you will have less traction at lower gravity. You can increase the friction values on the GroundController to stick better.
Although we are aware its still not possible to get very sticky movement at very low gravity (not enough friction), we will look into ways to improve this.
Oh, that’s pretty dissapointing.
But i would love to get updates if any ways around it appear!
Even if i set (Friction = 2, FrictionWeight = 100), it just wont stick at all on low gravity.
Not sure whats even the point of friction options if i cant have full control over them.
By default 196.2 gravity it already shows little slips when letting go of movement keys which feels unresponsive in a way.
I’m REALLY onto character controllers because i wanted a different way from humanoids.
Humanoids tend to have optimization issues when it comes to having alot of them, and plus its better when i can control what i want in a character and what i don’t. (Plus they slide ALOT on huge WalkSpeeds which creates a very unresponsive feeling.)
Please add anything to get around the forced gravity affection, it would be absolutely helpful.
Yep understood, we are going to explore more configurations to the controller instances. Another workaround option is that you can use additional Constraints to push the physics into what you want. Constraints should play much nicer with the Controllers than the Humanoid did.
I’m going to close this bug as expected behavior for now, internally its being converted to a feature request.
Just to double check
you mean Friction = 2 and FrictionWeight = 100, right?