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@@ -192,8 +192,9 @@ public:
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/// Runtime character object.
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/// Runtime character object.
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/// This object usually represents the player. Contrary to the Character class it doesn't use a rigid body but moves doing collision checks only (hence the name virtual).
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/// This object usually represents the player. Contrary to the Character class it doesn't use a rigid body but moves doing collision checks only (hence the name virtual).
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/// The advantage of this is that you can determine when the character moves in the frame (usually this has to happen at a very particular point in the frame)
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/// The advantage of this is that you can determine when the character moves in the frame (usually this has to happen at a very particular point in the frame)
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-/// but the downside is that other objects don't see this virtual character. In order to make this work it is recommended to pair a CharacterVirtual with a Character that
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-/// moves along. This Character should be keyframed (or at least have no gravity) and move along with the CharacterVirtual so that other rigid bodies can collide with it.
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+/// but the downside is that other objects don't see this virtual character. To make a CharacterVirtual visible to the simulation, you can optionally create an inner
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+/// rigid body through CharacterVirtualSettings::mInnerBodyShape. A CharacterVirtual is not tracked by the PhysicsSystem so you need to update it yourself. This also means
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+/// that a call to PhysicsSystem::SaveState will not save its state, you need to call CharacterVirtual::SaveState yourself.
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class JPH_EXPORT CharacterVirtual : public CharacterBase
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class JPH_EXPORT CharacterVirtual : public CharacterBase
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{
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{
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public:
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public:
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