Players can "land" in the corner where two vertical surfaces meet

I have a game with a lot of intersecting, perpendicular collision surfaces representing abstract skyscrapers. They’re all simple box colliders, and the player is using the included CharacterMovement controller. When falling near any of the corners where two buildings touch, the player can air control toward the corner in order to get stuck there. This appears to trigger a landing event, even though all nearby surfaces are completely vertical.

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This happens with step size and perch values set to the defaults, and enabling CCD seems to have no effect. Any ideas?

Does anyone have any leads on this at all? This bug is still happening for me and remains active in 4.3.

Both really. It’s very easy to reproduce and I’m sure is affecting anyone with a similar setup, but I’d be very grateful for a stopgap solution just for me as well.

Excellent, thank you!

Hey SF,

Sorry for the delayed response. Thank you for your report.

I have now assigned a technician to test out the issue and attempt to reproduce it. Once they have investigated they will either ask for more information or let you know that they have entered a report. Thank you for your patience.

Cheers,

These are box colliders being placed at runtime (it’s a procedurally generated game) so I’m afraid I can’t easily provide them out of context. Now that you mention it I wonder if their dynamic nature is part of the issue?

Hey, SF!

So, we ran some tests here at the office, and we’re seeing the same bug on our end. The good news is: it’s not your fault! The bad news is: it’s a bug, which means you might just have to wait until we can get a fix written and implemented. I’m reporting the bug now.

As for workarounds, it seems to involve air control - we can’t reproduce the bug unless we’re actively shoving ourselves into the corner. …ingame. Trying to prevent or reduce air controlling towards the corner* should work as a stopgap solution, however inelegant.

If you try any workarounds, let me know how they work. I want to see this game working, too!

Regards,

Jonathan

That’s great to hear! Thank you very much for looking into it. I’ll be sure to post results here if I attempt to hack it out.

I’ve noticed that players in the walking state can also continually increase their velocity vector by running into a wall (most noticeable when you have a high speed limit), perhaps that’s a related issue? I’ll file a separate report for that one either way.

Sorry to be a bother, but I was curious if you have a loose guess as to when this might get addressed? I don’t mean to be pushy but I consider this bug a blocking issue for releasing my first public beta and am trying to assess my options. I’m targeting the end of this month and I’ve been unsuccessful finding a workaround that doesn’t hurt gameplay so far. (A repulsion field affects all wall collisions, per-frame traces to check for the corner case are temperamental and slow plus they don’t handle parallel walls or sticky corners when walking, etc.)

Unfortunately, it’s not fixed on our internal build yet, so it’s very unlikely that it’ll be fixed in 4.4. I tried to get in contact with the guy the bug has been assigned to, but he’s out of office (it’s after-hours here).

I really hate to say it, but I think you’ll have to find a workaround for the public beta. I’ll be keeping an eye on the bug, but I can’t make any promises as to when it’ll be fixed. I’m terribly sorry.

No worries! I appreciate the info. I’m really grateful you guys are so excellent about communication.

Just updating you, SF, we’ve got this bug entered in the system and assigned to someone. We don’t know when it will be fixed, but we’re expecting it’ll be in the near future.

Great to hear! Thanks.

This seems to be fixed in the 4.5 preview!! Thank you so much! Was it an issue with actor scaling after all?

Nope! As it turns out, the problem was with large-scale Nvidia PhysX meshes. The fix was predicted to take a while longer (around 4.6), but Christmas was early this year and it’s fixed in 4.5 (preview).