Robot Arena III

Robot Arena III

Sloped robot isn't possible?
So I attempted to make Wheely Big Cheese but my efforts pretty much destroyed by the game not recognising a sloped edge, ITS STILL A SQUARE APPARENTLY!
I'm I just designing the robot incorrectly or is this just not implimented yet for whatever reason?
Terakhir diedit oleh [TNN] jackc45; 7 Jun 2016 @ 8:49am
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RedSawn 7 Jun 2016 @ 9:30am 
https://www.youtube.com/watch?v=j0X4n4alhtw

It's one of their oversights - Unity doesn't support concave/convex collision shapes natively. It's complicated by the fact they have customisable chassis with the multiple layers. But either way you get stuff like that because the chassis is currently treated like a box and they haven't added anything to change that at the moment.
Terakhir diedit oleh RedSawn; 7 Jun 2016 @ 9:33am
Well ♥♥♥♥. :steamsad:
RedSawn 7 Jun 2016 @ 10:30am 
I don't know what they're working on in the second update, but this is certainly one thing that should come sooner rather then later.

In the meantime you can flatten the chassis completely, build underneath it and turn it into a ramp, much like a kid resting a playing card on a raised surface for his toy cars to drive up.

Here's a video of someone on GTM doing it:

https://www.youtube.com/watch?v=EeMdeLj4yb0
Terakhir diedit oleh RedSawn; 7 Jun 2016 @ 10:33am
Pengzilla 7 Jun 2016 @ 3:32pm 
If they never fix this I am never even going to play this game. I think its a joke to have a combat robot game with this...It also throws all the claims of more customablity of unuqe bots out the window. Everybot is a box. Id rather have less chasis shape options like RA2.

Devs can you confirm this will be fixed?
RedSawn 7 Jun 2016 @ 5:53pm 
Hmmmm. Was a bit wrong with Unity native convex colliders, the thing is in Unity 5+ they have a limit of 255 triangles. Every shape in polygonal modelling is made out of triangles. In the game you can create shapes (the fact of which have to be partitioned into 5 layers) that when not optimised to reduce triangle count, break that 255 limit.

I did come up with what I believe is a fairly sound and quick solution though. Create an invisible convex meshcollider for every layer of the chassis, rather then one for the entire robot. You'd have to make some really retarded shape to come close to even 100 triangles on any of the layers. I'd have to brush up on my Unity to see how to implement it structurally, but it follows what people on GTM were saying about making the collision mesh out of smaller shapes.
Terakhir diedit oleh RedSawn; 7 Jun 2016 @ 5:54pm
JZossMPLS 9 Jun 2016 @ 1:04pm 
Sloped bots are now working properly thanks to the new update that just launched a minute ago.
RedSawn 9 Jun 2016 @ 1:07pm 
Awesome. That's a big thing to cross off.
Pengzilla 9 Jun 2016 @ 9:56pm 
Diposting pertama kali oleh JZossMPLS:
Sloped bots are now working properly thanks to the new update that just launched a minute ago.

Cool, nice job!
Sigmoo XI 9 Jun 2016 @ 10:09pm 
yah good job. My wedge ♥♥♥ is a lot of fun.
Terakhir diedit oleh Sigmoo XI; 9 Jun 2016 @ 11:07pm
YESSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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