Hello guys and giirls,
I’m trying to put together a proof of concept idea, which see’s our playable character movinga round in a 3d space, jumping from islands to islands, imagine these isdlands are like cubes, but when on the cubes the character should be able to move around these cubes on all faces/axis.
However, I’m not sure how to:
A: attach the player to these cubes
B: allow the character to move freely around these cubes
C: If the character was to shoot a bullet also, i’d liek the bullet to be confied to the cube, as if the cubes hav their own gravity
Any help would be greatly appreciated guys
This sounds a lot like a relative gravity kind of problem. There have been a few questions about this kind of thing (people looking for Mario Galaxy kind of systems) and, as I understand them, it boils down to something like this:
- From your character’s position, you find the closest piece of ground
Raycast to that ground and use the normal to align the character/colliders etc properly
- apply ‘gravity’
- Do the same with anything that you want to follow the surface of your planetoid.
attach a player to cubes is just a matter of becoming a child of it. So it would be objectA.transform.parent = objectB
allowing the character to move around freely means that your character control has to control the characters local axis. keep the child as a child of the object. My game does something like this.