Hi guys, I’m trying to recreate the rotation effect of Pandemonium (this video) but can’t do this in an efficient way. I’ve tried many solutions but I need one that can be adapted to any map quickly like a Cinemachine path.
Thanks in advance!
Hi guys, I’m trying to recreate the rotation effect of Pandemonium (this video) but can’t do this in an efficient way. I’ve tried many solutions but I need one that can be adapted to any map quickly like a Cinemachine path.
Thanks in advance!
Here was my solution to this:
Full source for proximity_buttons is presently hosted at these locations:
Hi Kurt, thanks for your quick response, it helps me a lot to see if I could use this type of path in my project, I’ll try to implement a similar solution to yours but it appears to not be working correctly with physics (I need to use them for some mechanics in the player).
Well, it’s sorta not well suited to physics because you need to deal with arbitrarily changing frames of reference.
If you must use physics, the best way might be to proxy the entire game to a vertical 2D plane, do all the computations there, then sync the results of all objects each frame over to the actual 2.5D world like above… that would make authoring stuff a little trickier, as you would either need to keep both worlds in sync, visual vs collider, or else choose one as the reference world (perhaps the 3D) and then transfer equivalent 2D colliders at load time to the proxy 2D phyics plane.
What do you need physics for? You see the floor collider code in my example, it’s just raycast. For hitting enemies you can just use radius / box checks.
Mainly I’ve used physics to make a smooth character movement but maybe I should try to triplicate my actual character movement without physics. Probably if I keep using physics sooner or later I’ll get a lot of issues to fix.