Don’t actors use loadModelCopy as default ?
Have you visualize the collisions ? “base.cTrav.showCollisions(render)”
It would help seeing these flaws :
- only the last defined Character has collision detection. Increase the terrain height and you’ll see. (->FIXED)
- collision ray’s origin too low, the origin too easily sinks under the terrain (->FIXED, now using segment to avoid collision detection against many more triangles underneath the character)
- collision (ray) against the actor’s geometry (->FIXED)
- TOTAL[memory leakage (5MB in each complete plugins cycle) + performance loss upon plugin switch], garbage-collecting doesn’t work, because you only use detachNode on Character instances, not removeNode. To use removeNode, first remove :
- the colliders and floorhandlers
- characters’ step task
- the actor
To remove them, first, the references must be kept. (->FIXED)