Hey guys. I need help getting freerunning functional in this project I’m working on. Any idea how I’d go about doing this? (By freerunning, i mean wall-running, ledge grabbing, and fun stuff like that). Danke!
Hi,
Sounds fun!
I could only really give you an abstract set of ideas as to how you might like to achieve this…
Off the top of my head, I am thinking you should be placing collision triggers on your walls, ledges etc
A sort of rough timeline of how I would envisage a ‘grab ledge’ scenario occuring would be:
Player moves toward a viable ledge.
Player enters an invisible ‘viable ledge’ trigger.
This triggers a ‘grab ledge’ animation.
You bind your character to this nominated ledge, play your “Climb up” animation, and are now standing atop the ledge.
Wall-running I would forsee as being the same sort of logic - touch runnable wall, drastically-lower gravity, play wall-running animation until a “wall run tolerance” has been exceeded.
You will of course need a lot of logic on your triggers, regarding the orientation, speed etc of your player, as to the animations you will need to trigger and the events this will need to initiate.
Best luck, keep us posted with your progress
-BSpline
See, I’ve never done anything like this before so idk where to even start lol. Could a coder help me out here?
I think the best place to start, pre-‘free running’, is to take a look at the tutorials and example projects on the Unity site.
I don’t think that implementing a Free Running concept without a great or medium deal of coding will be possible, so perhaps start there - get a grasp of the fundamentals, and work your way through it - asking people for help at each small juncture.
Good luck!
-BSpline
I’m also interested in seeing some Mirror’s Edge-style free running in Unity happen.
It would go a long way towards this if there was some standardized low-poly humanoid character models we were all working from with a standard set of bones for animations.