The Platformer Project is a template for 3D platform games.
The main focus of this asset is to provide core mechanics like jumping, wall jumping, wall sliding, climbing, gliding, back flipping, air dashing, swimming, and many others. The Player can also collect items, handle moving platformers, and respawn from checkpoints. You can move the character using the keyboard, a gamepad, or a virtual gamepad for mobile support.
From version 1.8.0, the asset now features Gravity Fields! With this update, the Player can walk on planets of multiple shapes, like spheres, boxes, cylinders, capsules, splines, etc. To achieve this, a custom kinematic Character Controller now powers the Player and other Entities, so they no longer rely on Unityâs default Character Controller limitations.
Bought it over the Xmas/NewYear break. Totally worth it and itâs very new-user & student friendly!
Please keep updating and adding features and Iâll keep recommending to newer Unity users and students (hopefully you can get a lot more mileage out of this $$-wise through repeat sales, and we can get more mileage feature-wise as it grows and expands).
Love the fact that you have immediate interaction with the system and effectively have a game running in a few minutes (similar to Unityâs MicroGames but much more in depth). You get dropped in the middle of a functioning and fun sandbox, and can make a game out of it in literally no time flat. It grabs even a new userâs attention at t=0, holds it for hours, and makes them come back repeatedly for days or weeks.
Iâm a huge proponent of CorgiEngine, TopDown Engine, Highroad (most everything by MoreMountains really), PlayMaker, Flare Engine, and a few other frameworks, but your Platformer Project is soooo good and makes it so immediately reachable and usable by literally just about anyone. I love it as a teaching tool and for prototyping!
I really hope it will become one of my long-term âgo toâ frameworks like the others above have become.
Hey, I answered you on Discord. But in case anyone else has this question, thereâs no additional setup for mobile. All you need to do is change the build target platform; it should work just fine. Of course, you may need to turn off some post-processing effects to gain performance. Still, thereâs nothing fancy. Create another post-processing profile with lower-quality effects (or disable it altogether). In any case, itâs up to you. The code itself doesnât need any changes.
Thanks for the support! The documentation has all details about creating new levels and other stuff. I can provide better support through email or the Discord server. You can find all the support links in the âGetting Helpâ section from the docs Quick Start menu.
I figure out already thanks but I have question, I put a new Enemy model with my own AI I put the health script,
on him but the attack of the player are not working, that I miss something when I add the health script to my Enemy?
If youâre using a custom enemy AI, youâll need to integrate it with the damage system. Damage currently works by identifying the entity you want to damage through the Hitbox component (which is basically an âon triggerâ event) and sending the damaging information to it so it can react appropriately. After that, this entity notifies the health component to decrease or not the health points. To make the Player attacks interact with your custom enemies, you must tell the Hitbox component to do so, by reading your enemy through the collision event and invoking a âdamageâ event, either by an interface through your custom component or by directly changing the Health component âDamageâ method.
The hitbox is already on the Player. You must change the code from the Entity Hitbox âHandleColisionâ method to damage your custom enemy. Your setup doesnât work because these components were not designed to work like this.
Hello, It does support URP. Please, follow the instructions from the documentation to migrate the custom shaders from the built-in pipeline to URP or HDRP.
A solution for this has been posted in our community on Discord. Consider joining it to get access to the tutorial. Also, Iâm now requiring an Invoice Number validation to provide customer support, so youâll need to ask for help through e-mail or the Discord server.
Some people from the Discord server do use it with Playmaker. Itâs possible to use both to some extent. Of course, this is not built with Playmaker, so even though you can combine both, changing the asset will require C# knowledge.