Hi people,
I’ve been playing with Unity for about 1 and a half week for our tower defense game that will be deployed on mobile device. Being very new to 3D game programming with physics, I struggled quite a bit in these past few days.
For mobs collision detection, I have tried both Rigidbody and Character Controller. And in the end, regardless I know the lack of isGrounded and CollisionFlag feature on Rigidbody, I decided to use it because it’s easier to modify the DragObject script in Unity’s code repository wiki. I’m not sure whether this is the best choice I can do for this project. So I can use some input here.
At this point, there’s something I’d like to make sure for both deployment and technical stuffs.
Deployment:
Say, the game will be as simple as a number of mobs climbing a simple cylinder tower from bottom to top (with varying spawn time, of course). Will it be overkill to have a ragdoll setup on the mobs if I want to deploy the game on iPhone/Android?
If my game is a 3D version of Knight on Rush (3D objects scene, 2d gameplay), would that drain more power from the device compared to those 2D tower defense games? Should I just pay $150 for Sprite Manager 2?
Technical stuffs:
One problem I’m facing right now is how do I properly rotate pitch the mob while climbing depending on the slope it climbs. Other than hardcoding the precise coordinate when it should rotate…
(i.e. if transform.position.y > 5,then transform.rotation.z = 30, and then after passing the slope: if transform.position.y>5.5, then transform.rotation.z = 0)
, is there a more elegant way to do it ? The collider attached to my mobs are now is a box collider. Can a nice climbing physics be achieved with just this 1 simple collider?
I apologize if it’s too long and a bit unclear.
tl;dr version:
I want to make a 3D version of those tower defense games. I’ve done a 2D game programming before on iPhone and Flash. Howeever, I’m new to this kind of 3D game programming (character-animation and physics). Which direction should I go?
Thanks for taking your time to read my post, I appreciate any of your feedbacks.