Developer thesquirrelyjones released an open-source custom character controller for Unity, designed to handle edge cases like moving platforms and wall collisions. ๐ฎ
See more: https://t.co/fpq8pSxsLi
#unity3d#gamedev
Character controller update. Added a first person version, same controller different input and camera setup. Cleaning up the code, commenting everything, adding parameters to replace magic numbers. Need to add some footstep sounds. #GameDev#IndieDev#Unity3D#FPS
Character Controller update. It's probably more complicated than it needs to be I wanted a bunch of options to show the differences in physics updates. Anyways it is up on git hub.
https://t.co/oVNJ4dLQ4D
#GameDev#IndieDev#Unity3D
@_DeceptiveGames When you first land on a surface, it takes the first offset value * (1.0 / delta time) to get a velocity and subtracts that from the characters velocity. Then if you jump or walk off a platform it adds that velocity.
@_DeceptiveGames There is a free floating transform that gets parented to whatever the character is standing on. Each frame I check where the transform moved and apply that movement to the character. So it doesn't matter if what you are standing on is moving rotating or scaling.
@marcsh The floating platforms are rigidbodies that just have an impulse applied to them to correct their orientation and position each frame. The character controller applies an impulse for its weight and impact when landing.
@theGiallo@ProdeusGame A pattern of raycasts to determine where the ground is at each point and then make triangles from those points and theeeen average the normals of those triangles to approximate the slope.
Character controller update. Made a little sandbox in @ProdeusGame level editor and exported as obj. Added a rope bridge and hovering platform. Landing impact is now applied to rigid bodies. Short hop and tall jump by holding down button added. #GameDev#IndieDev#Unity3d
There were some bugs with the obj exporter for the @ProdeusGame level editor as that was never a super tested feature, fixes will of course be in the update whenever it's done. Obligatory #screenshotsaturday tag.
Working on @ProdeusGame splat map packing. I was using a really simple algorithm that started with the smallest face and filled up to the largest and then scaled to fit a square. Now it uses a binary tree style packing with much less waste. #GameDev#IndieDev
@NorthfallGame Petition to change the term "rigid body" to "jimmy jiggler". I must be on some kind if list. Or maybe Tipper Gore marks all the NSFW content herself.
Character controller update. Trying a new technique for stairs and more complex geometry. The blue box represents the estimated slope. Also interaction with rigid bodies and weight impulse on rigid bodies. Want to try a boat or a rope bridge next.
#GameDev#IndieDev#Unity3d
@shikidev Lots of stuff can cause that. All of the values on this camera are very lerpy. The camera position, the camera look-at position, the character velocity, all get lerped over time so it's smooth. The camera uses LateUpdate too so the character is done moving.
Making a simple but comprehensive character controller for Unity which can be a hurdle for a lot of people starting out. Handles slopes, stairs, platforms that move, rotate, and stretch. I'll put it in a public repo when its all finished. #GameDev#IndieDev#ScreenShotSaturday
@MooncastOnline I hadn't considered that kind of jumping. I just have it setting the velocity now. Probably would be something like checking the vertical velocity against the grounds vertical velocity.