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walking "through" NPCs
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Enter the missing letter in: "?nternational"
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[quote][b][/b] wrote: You can try a method that doesn't require the "Physics Simulation" feature. You must create an invisible static mesh around each character. I created this CCB file as an example for you: [url]https://drive.google.com/file/d/1MKXLSbuVG93dLxLaT32ATH-LISMuJb5T/view?usp=sharing[/url] When you load that file, you will see the "animated sleepwalker" and the "animated man". An invisible cube is attached to each of them as a child node. Each character is inside of its cube. Try this: 1. Open the CCB file. 2. Press the Publish button to test it. 3. Then, use the [b]WASD[/b] keys to move the first character, and the arrow keys to move the second character. The characters will collide like normal humans instead of walking through each other. Play with the size of the collision boxes until you're happy with the points of detection, but remember this: The boundary of the "Collide When Moved" Behavior of each character must NOT exceed the boundary of the invisible box. Resize and reposition the "Collide When Moved" shape until it's fully within the dimensions of the invisible box. To make the boxes visible so you can modify them easily, go to the "[b]Materials[/b]" pane of "cubeMesh1" and "cubeMesh2" and switch their [b]Lighting[/b] settings from "[b]Dynamic[/b]" to "[b]Static (lightmaps)[/b]", and switch the other option from "[b]Transparent (add)[/b]" to "[b]Solid[/b]".[/quote]
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