changing collision box #353
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Mistah-Skipp
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I'm not sure how the character component's organized, but if there's a ref var directShapeMemoryReference = ref Simulation.Shapes.GetShape<CapsuleShapeOrWhateverItIs>(shapeIndex.Index) You can also get the raw untyped pointer: Simulation.Shapes[shapeIndex.Type].GetShapeData(shapeIndex.Index, out void* shapeDataPointer, out int shapeSizeInBytes); Notably, changing a shape does not have a velocity associated with it; any new collisions will only be resolved retroactively by penetration correction. Same as teleporting a body into penetration. |
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is there a way to change the character component colliders during runtime? i want to make a crouch that shrink the player hitbox but i cant find a way to get a reference to the colliders length. im using bepu physics within stride 4.2.0.2293 if that helps
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