<div dir="ltr">The jump itself is done by applying an upward velocity to the avatar. The amount of velocity is a constant embedded in ScenePresenceAnimator.cs. The height can be increased in BulletSim because the zeroing of this upward force is suppressed for a few frames so the avatar does jump[1]. This code is in BSActorAvatarMove.cs which has all the fiddling for flying, walking up stairs, jumping and such avatar movement diddling.<div><br></div><div>The parameter [BulletSim]AvatarJumpFrames=4 can be increased to increase the height of the jump. The default is 4 (about a third of a second). Try 10 and see how high you go.</div><div><br></div><div>== mb<br><div><br></div><div>[1] normally an avatar doesn't move up unless flying so, if not flying but not colliding, normally upward force would be suppressed. Unless jumping.</div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Jul 2, 2015 at 9:39 AM, Chris <span dir="ltr"><<a href="mailto:mewtwo0641@gmail.com" target="_blank">mewtwo0641@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hello all,<br>
<br>
I am wanting tweak the jump height to be a bit higher than is default with BulletSim physics and was wondering if there is a configuration for it that affects gravity and/or jumping?<br>
<br>
Having searched through OpenSim.ini as well as OpenSimDefaults.ini; I can't seem to locate any relevant parameters to change to this effect.<br>
<br>
Thank you!<span class="HOEnZb"><font color="#888888"><br>
<br>
-- <br>
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