Hi all,
I just posted this question on Unity Answers, but in the interest of both reaching more minds for a solution, and opening a discussion on it I thought a post on the forums would suit as well. If this is a no no, I apologise.
Here is the Unity Answers question, but basically I want the equivalent of CharacterController.Move, using top down 2D physics. I unfortunately can’t use a Rigidbody2D as it can’t be controlled smoothly over the network. My solution so far works, but rather crudely and has many holes. (You can walk through small gaps, if you use an input that has more than 8 possible directions it’s easy to squeeze through colliders etc.)
I’d love some suggestions on how to tackle this, I contemplated firing 360 rays around my character, but if they hit something I’m not sure how I’d push along the surface of the hit rather than stopping that direction entirely.
My current move function is available in the Unity Answers question, and you can download a very tiny package with a basic scene with what I have so far here.
I’m hopeful someone has tackled this before, or can at least point me in the direction of a solid solution!
Thanks!