diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp index 11917e2f70..0906b43156 100755 --- a/libraries/physics/src/CharacterController.cpp +++ b/libraries/physics/src/CharacterController.cpp @@ -206,7 +206,6 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) { const float FOLLOW_TIMESCALE = 0.8f; const float ONE_STEP_AT_NORMAL_WALKING_SPEED = FOLLOW_TIMESCALE * NORMAL_WALKING_SPEED; const float FOLLOW_ROTATION_THRESHOLD = PI / 6.0f; - const float FOLLOW_FACTOR = 0.25f; const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIMESCALE; const float MIN_DELTA_DISTANCE = 0.01f; @@ -222,7 +221,7 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) { } else { vel *= NORMAL_WALKING_SPEED * (deltaDistance / ONE_STEP_AT_NORMAL_WALKING_SPEED); } - const float HORIZONTAL_FOLLOW_TIMESCALE = 0.01f; // a very small timescale here is OK + const float HORIZONTAL_FOLLOW_TIMESCALE = 0.25f; const float VERTICAL_FOLLOW_TIMESCALE = (_state == State::Hover) ? HORIZONTAL_FOLLOW_TIMESCALE : 20.0f; glm::quat worldFrameRotation; // identity addMotor(bulletToGLM(vel), worldFrameRotation, HORIZONTAL_FOLLOW_TIMESCALE, VERTICAL_FOLLOW_TIMESCALE);