as the questions says i want to make my own controller but i want to start from basics and make it an advanced (some day
) controller , i know i can do some basic stuff but i need good books or tutorials , i googled and got nothing Satisfying ![]()
any suggestions please tell , well its mostly for educational purpose but if i code a good controller i might be able to complete a small good new game
i am aiming for a parkour kind of controller
even basic books or good tutorials will do for now !
thank you for reading and please reply ![]()
parkour kind of controller
Are you sure Rigidbody controller is the best then? The way i see rigidbody itâs more for things that need to be pushed around by physic collisions a lot.
That said, thereâs this: http://wiki.unity3d.com/index.php?title=RigidbodyFPSWalker it may be worth your time looking over.
I hope that helps.
Thank u for the reply in my knowledge people use their own rigid body controller or character controller , as i donât want to use the character cont (for many issues ) , is there any other solutions for main hero characters , the link is good but not satisfactory i found it b4 but wasnât much useful
Have you looked here?
thnx for the link ill take a look at it , i am in need of any tutorials or books (if there is any out there ) , or some books in general (if not unity focused ! )
thank you for ur reply ![]()
first bump ![]()
I donât think the physics is the best solution, unity says if you want to controll a character the best ways is use the CharacterController;
Take a look: http://forum.unity3d.com/threads/150616-Third-Person-Shooter-Game-Special-Agent
Iâve done some parkour style, and never used physics.
so do u mean is physics flawed or its a bad choice due to hard work?
I donât think physics itâs a bad idea, i just think and for sure it is alot of work to do, alot more work then characterController.
I think you can for some movements, or special actions use physics to do procedural animation, but in general, if you donât want to feel pain, hard codding for physics CharacterCotroller is the best solution. Btw, thanks for your comment
Physics is not flawed perse.
Thereâs two kinds of physics expected in videogames.
Newtonian Physics - this is the ârealâ phsyics (I use that lightly though) that follows the newtonian model. Things fall, roll, tumble, have mass, and friction. This is what a gamer expects inanimate objects in their game world to look like. And even then you will find yourself tweaking the gravity speed or something because stuff is falling to slow.
Gameplay Physics - now for how the player works⌠they expect something completely different. They expect a super-human, they expect a âStarship Trooperâ (you ever read that book? Iâm not talking about the movie). A Starship Trooper in the book receives a mech suit that makes them jump higher, they float in the air a little while, they run super fast, can stop on a dime, can shoot a gun with no blow back, etc etc etc.
This is how gamers expect their player to move, and even their enemies. Everyone disobeying the otherwise accurate physics all over the place.
Think about it⌠how high can you jump? 2, 3 feet in the air? You can fake jumping a little higher if you pull your legs up (which really isnât higher⌠the top of your head still goes the same 2 or 3 feet). Mario and Master Chief jump 2 to 12 times their own height! This isnât normal physicsâŚ
isnât CC made by rigidbody phyics in unity? another reason i am going for rigidbody controller bcoz the character system in unity store uses rigidbody functions is it possible to merge it with Character controller ? i donât want to get stuck somewhere after doing efforts (sorry if i sound like a bitch )
i saw your post while back when i wasnât logged and i didnât post then (lazzines )in i think you did a good job ![]()
@lordofduct i have heard about that ,physics are hardcoded with mathematics (which i suck at ) , so are you suggesting me to use CC and hard code physics by mathematics ,if yes can you tell me a book which sheds light on character ?
btw i aprreciate everyoneâs response
CharacterController does NOT use RigidBody at all. It is used in place of RigidBody for when you want non-newtonian physics.
The physics are already coded for you when you use RigidBody.
CharacterController doesnât follow proper physics. So its physics arenât coded for it. What it does facilitate is not allow intersection with colliders. So this way you can move your character in a direction and not have it fall through the ground or walk through walls. All that math is taken care of.
What youâll need to code is how you want to move. This includes falling⌠which is just applying a move in the direction of gravity added to the move you want to walk/run/jump/etc.
No complicated maths in there. Itâs really just adding and subtracting.
Now on the other hand, if you want to use RigidBody for your own custom character controller, youâll be running into some complicated math and/or modifying properties of the RigidBody to get it to act the way you want to in certain areas. You want to run on the wall??? Ok, well weâre going to be hacking up the RigidBody by freezing axes and apply anti-forces to counter mass and gravity. Weâre going to be hacking to make sure the character doesnât fall on its side due to a light bump. Weâre going to be hacking it all apart to get it to act how you want it too⌠and all that hacking is going to 1) be a lot of math and 2) remove functionality of RigidBody which makes those parts ineffective and bloat.
i have already done a normal CC in unity which i couldnât make it do a normal wall walk bcoz of its clashing with physics ,i am not against CC (i love it ) but the code available out there isnât compatible and it is really handy for shooter games and others but even after my tries i wasnât able to make it do parkour , i know i lack skills but i have seriously looked everywhere and i cannot find a decent tutorials or books to script a basic parkour kind game , the only reason i am trying to make a rigidbody controller bcoz i failed the other way and i thought there might be tutorials or books in this way which can get me started
thank u for ur input
Understandable if CharacterController doesnât work.
Iâm only saying RigidBody wonât help you much either.
You can write your own CharacterController. For example here I show someone how to create a basic one:
http://forum.unity3d.com/threads/150712-steering-orbit-direction?p=1034217&viewfull=1#post1034217
But as youâll see itâs got some complicated maths in it. And thatâs for simple CharacterController, let alone one that would incorporate a RigidBody.
Note⌠Parquor is complicated stuff⌠donât expect to just slap a character controller together in a matter of minutes (based on rigidbody or not).
i am not saying its not i understand it but i want to assemble a very basic one and all the tutorials are based on either on fps or tps or rpg or mmo (i have also tried paid membership ) nothing covers it even a small portion which will get me started , i have alot of time in my hand for free and i wanted to learn this and make it even if it takes time , anyway i am not whining why they cover all this i am very gratefull they do.
parkour might be possible with CC but i have tried enough and due to my limited skillset i cannot make it work somehow so i am looking for an alternative (if there is any good ) , where did the experienced guys learned it god damn it ?
i didnât knew you can make your own Controller cool ill try .
p.s i am not trying to be the âgeniusâ guy here i wished it worked with CC can you show me the way through the dark valley of rigidbody or according to you i should make my âown Controllerâ which will be better for parkour ?
as always i appreciate your input ![]()
I keep repeating myself here.
RigidBody is for accurate Newtonian Physics.
A Parquor style player controller would not follow accurate Newtonian Physics.
Instead it goes for unique stylized physics.
So you wouldnât want to make your player controller with a RigidBody.
crucio777 iâve pm youâŚtake care
oh sorry for my dumbness i understand what u r saying , thank you very much
i am still very confused on how to achieve it with normal CC ![]()
thank you very much ![]()
First thing is first, decide what it is exactly you need your player to be capable of doing.
Saying parkour is rather vague as there is a LOT to parkour (sp?).
So list down, for yourself, and for anyone who may help you, what it is you need.
possible list:
wall jumping
wall running
crouching
sliding
flips
etcâŚ
Then for each thing, start strategizing how you might go about doing each individual one. Maybe find common grounds between each âpossibleâ implementation. Try combining the implementations of each individual. Work toward creating the end result⌠you may find out one or two features is near impossible and have to scrap that part of the gameplay all together⌠you may also find new functionality fall out of your imps that create interesting gameplay you didnât expect.
When building a house you donât just grab a hammer and build a house. You plan out every part of the house, and build it piece by piece.
first of all i did a list i was just trying 3 things for beginner stuff
1 climbing (which i did with 3d buzz tutorial)
2 wall runing (i tried 5 diff ways failed in some ways achieved it but it look like crap and gave problems) â this is where i got stuck and i stopped)
3 ledge climbing (i attempted it and failed very shamefully )
i had more stuff in mind but never mind ![]()
i am trying to make something similar to assasins creed parkour so i considered flips and all other things were too advanced and i thought i should skip it !
and then i saw the character system on the store and i was blown away i am going to buy it but i donât want to copy everything from it i first wanted to understand the rigidbody and then expand it
it uses rigidbody funcs and i was not able to combine rigidbody funcs to my cc so i thought i should move over to rigidbody
i have everything in mind but i am not sure i can achieve what i want with cc , if there is a way i cannot see it with the CC