Player size

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Qweasy908
Cyborg
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Joined: Jul 18th '18, 22:45

From the source code.
physics_models.h


radius: 1024/4 = 256 / 1024 = 0.25


height: (4*1024)/5 = 819.2 / 1024 = 0.8


viewpoint height: (1*3072)/5 = 614.4 / 1024 = 0.6


dead height: 1024/4 = 256 / 1024 = 0.25


dead viewpoint height: (1*1024)/5 = 204.8 / 1024 = 0.2


FIXED_ONE is replaced with 1024 and 3072.

I don't know if the value FIXED_ONE changes.

Viewpoint height seems to be correct.
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The Man
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These can all be confirmed by going into the physics model with ShapeFusion; there's no need to look in the source. Most of them are also customisable, but some aspects of the player radius are hardcoded (specifically, the shortest line through which the player is allowed to pass - this is because it's linked to polygon exclusion zones, which are calculated at level load time), as is the step height the player is allowed to climb, so my "shrink the player (and everything else)" physics experiment yielded unusable results.
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Qweasy908
Cyborg
Posts: 86
Joined: Jul 18th '18, 22:45

The Man wrote: May 2nd '22, 21:39 These can all be confirmed by going into the physics model with ShapeFusion; there's no need to look in the source. Most of them are also customisable, but some aspects of the player radius are hardcoded (specifically, the shortest line through which the player is allowed to pass - this is because it's linked to polygon exclusion zones, which are calculated at level load time), as is the step height the player is allowed to climb, so my "shrink the player (and everything else)" physics experiment yielded unusable results.
Thanks, I didn't know the physics model had that information in it.

I use player size to scale Marathon levels when making the maps in other games.

819.2 / 1024 = 0.8 * 2.5 = 2

2.5 / 32 = 0.078125

In Unity and VRChat it's 1 WU = 2.5
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