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NPCs should be kinematic bodies #20

@michalpelka

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@michalpelka

NPCs should be kinematics bodies. Currently NPC is a robot with collider and actor attached.
That has multiple drawbacks:

I proposed to use kinematic body + raycasting in opposite direction to gravity. In contrast to current implementation:

  • It can use AZFramework::Physics API (instead of ROS 2)
  • We can remove dependency on ROS 2 gem
  • It won't need to have collision layers and groups, since we can disable kinematic body collision
  • It will work fine in non-planar scenarios (due to kinematic nature)
  • Will be more predictable.
  • Prefabs will be much simpler, without need for overrides
  • No noise from NPCs in ROS 2 topics.

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