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It makes it very difficult to design colliders/etc. when the clientsim player can jump higher and walk up steeper slopes than the player in VRChat actually can. I'm just making a basic world but I can't imagine how difficult this must make making for instance a parkour or jumping puzzle world.
The clientsim player can walk right up steep slopes whereas the in-game player gets stuck sort of flying/sliding on them.
The clientsim player can jump over colliders that the in-game player doesn't jump high enough to clear.
In my case I'm just using the default VRCWorldSettings provided by the SDK example:
jumpImpulse 3
walkSpeed 2
runSpeed 4
strafeSpeed 2
The text was updated successfully, but these errors were encountered:
It makes it very difficult to design colliders/etc. when the clientsim player can jump higher and walk up steeper slopes than the player in VRChat actually can. I'm just making a basic world but I can't imagine how difficult this must make making for instance a parkour or jumping puzzle world.
The clientsim player can walk right up steep slopes whereas the in-game player gets stuck sort of flying/sliding on them.
The clientsim player can jump over colliders that the in-game player doesn't jump high enough to clear.
In my case I'm just using the default VRCWorldSettings provided by the SDK example:
jumpImpulse 3
walkSpeed 2
runSpeed 4
strafeSpeed 2
The text was updated successfully, but these errors were encountered: