Closed JoaoMPdS closed 3 months ago
enabledRotations
will be overridden by autoBalance
. If you want to lock the rotation, just set autoBalance
to false
The issue is that, as stated here, AutoBalance will also make it so you can not access the body's translation. Is there a way to have AutoBalance disabled and also be able to get the translation of the model?
You mean rotation? You can get the rotation from the character model using: characterModel.getWorldQuaternion()
After making quite a few adjustments to my code and implementing your idea, the issue seems to be fixed! Thank you so much for the help! đ
So I'm making a 3d game using NextJs, react three fiber, rapier, and ecctrl and I've encountered a weird issue. It looks like the "enabledRotations" prop in the Ecctrl tag is at first fully ignored (it allows rotation on all axis, no matter what I input there) until I save and use hot reload and it starts working.
These are the properties that I'm using on my controller: // Camera Related \ camInitDis={-.01} camMinDis={-.01} // camMaxDis={-.01} // uncomment if on production disableFollowCam= {false} camFollowMult={100} camLerpMult={1000}
// Character Stats \ maxVelLimit={2} jumpVel={2} turnVelMultiplier={1} turnSpeed={100}
// Character Appearance \ capsuleRadius={.5} capsuleHalfHeight={.5}
// Misc \ mode="CameraBasedMovement" autoBalance={true} enabledRotations={[false, true, false]} wakeUpDelay={200} dampingC={0.05} floatingDis={.75} animated
ref={controllerRef}
Any help would be greatly appreciated! đ