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NPCs should be kinematic bodies #20
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NPCs should be kinematics bodies. Currently NPC is a robot with collider and actor attached.
That has multiple drawbacks:
- heavy to simulate for large number of NPCs
- needs groups and layer to prevent from collision (hack like Added human worker to collision group that should collide only with Ground layer #19)
- affected by gravity
- uses ROS 2 gem dependency to affect
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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