Issue opened for future reference. Basic attractor implementation is currently still in progress.
Unique from the Edge type, WallEdge attractors could be used to build climbable walls dynamically by stacking them 256 units apart when generated automatically in TE. In TEN, the threshold can be fairly lax to avoid strict alignment requirements when placing climbable wall attractors manually.
This implementation allows me to cover legacy setups where the player must strategically move a pushable to "complete" a climbable wall. To be considered valid and climbable, a WallEdge attractor must have a wall directly in front. Additionally, this attractor-based approach can be expanded upon to reimplement overhangs.
Because we don't currently have root motion available in animation handling, wall climb animations will have to be split in a particular way to facilitate correct parenting.
Issue opened for future reference. Basic attractor implementation is currently still in progress.
Unique from the
Edge
type,WallEdge
attractors could be used to build climbable walls dynamically by stacking them 256 units apart when generated automatically in TE. In TEN, the threshold can be fairly lax to avoid strict alignment requirements when placing climbable wall attractors manually.This implementation allows me to cover legacy setups where the player must strategically move a pushable to "complete" a climbable wall. To be considered valid and climbable, a
WallEdge
attractor must have a wall directly in front. Additionally, this attractor-based approach can be expanded upon to reimplement overhangs.Because we don't currently have root motion available in animation handling, wall climb animations will have to be split in a particular way to facilitate correct parenting.