This will calculate up-to-date LocalToWorlds for your rigidbodies, after they've copied their target's
Find the direction "moveDir" that you are moving in while climbing.Check if at least one of those normals is at a low enough slope angle to be a candidate for being grounded on it (using KinematicCharacterUtilities.IsGroundedOnSlopeNormal()).Check every individual hit normal detected by the climbing sphere's "CalculateDistance".However, because there are upcoming features in DOTS 1.0 that Rival would benefit from immensely (the feature in question is Aspects), I've decided to wait until I've converted the samples to use this before I put in all that documentation workīut essentially, for "standing up on ledge from climbing state", you'd probably have to: Click to expand.I'm considering doing a really massive overhaul of the samples-related documentation (mostly for Platformer and OnlineFPS) where I explain every single thing in great detail.