oz-chasetailgames
Member
I am doing some frame-by-frame check on why the arrows seem to be misplaced after they hit a part of the enemy body. Here is what I am seeing:
When enemy rig (let's say head) is hit, the arrow seems to be properly placed on the collider, during the moment the character runs out of HP, and the ragdoll mode begins. As the character is falling down, the arrow stops moving in tandem with the rig it is parented by, and starts making a rotation of its own, and ends up on a weird position on the side.
I have been playing around with layers, projectile properties, and other components of the arrow. If I delete the rigid body and capsule collider on the arrow right after the moment the enemy HP is 0, then the arrow stays in its initial impact position, and does not slide.
What may be causing this?
I have seen a setting on the arrow projectile prefab named "Sideway Settle Threshold" and that seems to be exactly what is happening to the arrow. But the values I have tried did not change the outcome. Any ideas?
When enemy rig (let's say head) is hit, the arrow seems to be properly placed on the collider, during the moment the character runs out of HP, and the ragdoll mode begins. As the character is falling down, the arrow stops moving in tandem with the rig it is parented by, and starts making a rotation of its own, and ends up on a weird position on the side.
I have been playing around with layers, projectile properties, and other components of the arrow. If I delete the rigid body and capsule collider on the arrow right after the moment the enemy HP is 0, then the arrow stays in its initial impact position, and does not slide.
What may be causing this?
I have seen a setting on the arrow projectile prefab named "Sideway Settle Threshold" and that seems to be exactly what is happening to the arrow. But the values I have tried did not change the outcome. Any ideas?