I am seriously at my wits end with this. I’m extremely frustrated right now, so pardon the anger.
I can’t figure out how to do this to save my life. I’ve tried everything; I’ve tried tilting the walkable area and making the game 3D, but the damned polygon colliders for my backgrounds won’t tilt with them. I’ve tried making a parent and child rigidbody (the parent for the “shadow” and the child is the sprite which jumps, so I always have a spot on the ground to reference when I jump to check to see if I’ve hit the ground), but not only have I read that this is extremely poor practice, the damned child body, for some reason, can’t pick up the parent’s speed to adjust my animator. I’ve tried to maintain a separate vector for the “ground position” but, in the presence of colliders, these values are not correct. Furthermore, if I print these two values together, the maintained vector eventually accumulates error. I can’t pull these numbers off the rigidbody because the jump throws off the correct y value for the ground. My last recourse was to implement gravity manually, but I don’t want the rigid body to be kinematic. I feel like I’ve seriously tried everything, and I’m on the verge of giving up. I just can’t get the damned thing to run correctly.
Please, if anybody has made a 2D beat em up, please help me. I haven’t been able to find any good information for how to make this work in Unity, and I’m starting to think it just won’t work. If there is any advice, I am sure it will be invaluable to others who are foolish enough to go down this path.
The learning curve in Game Development is a steep one to be sure! I don't blame you for being frustrated- I've been in your shoes more often than I'd like to admit. For starters, I'm a bit confused by exactly what "Pseudo 3D" means. Maybe you could add a link to a video of a game showing what you want to do?
– LManjcsiezmo im doing a beat em up like that but i cant find how to move in z over the plane how can i move the player in a plane 3d if is 2d i hope you can help me becouse i find evething about plataforms but no about beat em up thanks
– omarsolartewell yes i need a hand jajaja some direction will be nice thanks
– omarsolarteestioinatteso, After looking through your code, this is roughly exactly what I have. My flip function is nearly identical to yours, and I probably got it from the same place you did (the Unity tutorials). This is all really good stuff and undoubtedly helpful. I think, in other to get a jump, it's going to come down to separating the forces (which would be the jump, gravity, and anything else that qualifies as a force) with the movement generated by input. I'll keep everyone updated on how far I get with both approaches (kinematics and physics)
– jcsizemoGood news! I'll receive emails when you update this thread ( though with hours of lag!), so when I think I can help I'll jump in and say something! If you find out a problem specifically related to something else than movement, or if you simply feel to, consider to open a new question with a catchy and less open eneded title: this site is full of really kind people that could help you even better ( no doubt)!
– esitoinatteso