Puppet collision capsule
We have made some changes to try to improve automatic puppet capsule collision. Unfortunately, if puppets are missing arms or legs the default capsule can appear thinner than in Early Access.
If you have never looked at the physics properties of your puppet this is a good excuse to do it! It's an important step in creating any character as it defines how it will collide with the world.
If you have any issues with puppets misbehaving it might be worth checking the capsule shape. In the examples below the capsule had become smaller allowing the puppet to collide differently with the scene and breaking functionality.
In these cases the system has seen the single arm and incorrectly decided to make the capsule shorter/thinner. This should only occur on puppets that have never had the capsule tweaked. If you had previously tweaked the capsule these settings should be maintained.
We realise this issue has exposed a limitation in the puppet capsule rendering. We will look to improve this post-release.
The collision has become a lot thinner. This is affecting the characters ground detection as well as meaning it can move about within the 2D plane more than before. To resolve this we manually change the puppet capsule to better match its shape.
Puppet fails to stay in wall climb. The puppet capsule has changed size making it thinner than expected and causing trigger zones to detect scenery incorrectly. This trigger activates and cancels the puppet out of climb. The simple fix is to increase the width of the capsule again.
Untitled space opera
After resetting the sensors the Admiral character returns to their chair but their pose is broken and they are juddering. This appears to be because the puppet's collision gets turned on when they are moved to the nav computer position but is not turned off when they return to the chair. The chair and puppet collision then start to fight. Make sure to keyframe the collision off again when moving the Admiral back and forth.
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