I’ve started a new channel for tutorials, I’ll update it regularly with lot’s of interesting stuff and soon I’ll start a series making a major game from scratch
Here’s the first video (and to test some things out)
How to throw gameobjects that aren’t solid like the moneybags in Payday
New video is up, making an advanced character controller which would serve as a starting point for future projects.
This one is a bit longer but it’s good to get the basic stuff out of the way and then move on to more awesome stuff.
Hi there!
The subject is pretty simple to make a full video out of it but I will keep it in mind. It depends mostly on animations than anything else, If you want to make your own you just need to add triggers near an edge and let it play the animation you want, you can even randomize which animation should play and even use different tags for if you want him to simply jump up a ledge or just avoid an obstacle. If you want to make it even better, you can make a check that it would play the animations only when he is running and only if the angle is correct for him to jump above, so he doesn’t start jumping looking at the other direction or hardcode his direction to where you want him to jump.
If you play any AC games, when you run towards the ledge at a spefic angle. For example, when you are on a roof and there’s only one other place to the right for him to jump on and straight forward is just empty space. If you run towards the corner you will clearly see when they stop control of your character because you trigger the jumping animations and his direction is clamped to look at the next position he needs to jump, in this case to the right. After that they just correct the hand’s and feet position with IK and that’ it.
Another way you can go with it is by doing raycasts to see what’s in from of him but I’d stick with the triggers.
There’s already Unity’s sample project from gdc Unity Asset Store - The Best Assets for Game Making which guessing from the level he has and animations, he started from this. There’s also an example inside on how is done and there was also a tutorial video I think but I can’t seem to find it now.
I have something similar implemented on one of my own games but it’s not anything different from what I’ve described. With the controller from the video, if you disable the gravity you can simply add force wherever you want so he can jump and climb freely.
Thanks for the hints, trigger would do the trick. How about these one:
a complete course about Adventure Movement Controller that could be like Assassin or Tomb Raider, where a lot of interested stuff could be covered like Ledge Climbing, Pole Climbing, Mountain Climbing, Wall Walking, Rope Swinging, Zipe Line sliding, etc.
A full complete Adventure course I think most people would be interested about it, since I see none out there yet for Unity part.
I’ll keep it in mind.
The only difference between all those cases are the animations however with some minor changes but the main idea is the same. If you notice in AC your character is very limited on where he can go and what he can do, while in GTA games your character can go everywhere on the map even on places he wasn’t supposed to. In strict enviroments it’s pretty easy to do stuff and fake freedom, it’s all triggers
There was no new video this week and it might not be one also the upcoming week due to workload.
Also due to some personal reasons I will be moving the videos to a new channel. I’ll update you with the new links when they are ready.
So I lied before
I’ve made a quick tutorial for you to have something to try out.
In this one we will make an RTS camera with automatic height adjustment