I’m new to Unity and am currently working on a 2D physics-based puzzle platformer. I’ve been doing a ton of reading, research, and Google searching and while I’m leaning towards rigidbody, I’d like a second opinion.
Players control a character that cycles among three settings - heavy, default, and light. The idea is that if the player is in light mode, the player will be able to jump higher, move faster, and fall slower - regular and heavy are then self-explanatory. Switching from setting to setting will retain the velocity of the previous state, but will change the rate at which the character falls, jumps, or runs by adding or subtracting forces rather than translation.
So, I assume since I want to use forces I should use rigidbody. I have a background in math and physics, so I should be able to work it out. I don’t necessarily want as tight of a feel as Super Mario Bros, but I’d like it to get in that vicinity.
I’m using the free version of Unity with 2DToolkit, and I implemented an orthographic camera with a 1:1 unit to pixel ratio. So automatically I’m having to adjust all sorts of gravity and friction settings. The issues I have right now is trying to get the feel right (it’s very floaty) and determining the direction of collisions.
So how much control does Unity actually give over the physics engine? Should I look into raycasting? Is there a better way to go about this or should I just keep working with it? Thanks in advance!