Seeking advice on sliding mechanics

Hello everyone,

I am a game developer currently working on a project that uses Unity and ProBuilder. I’ve been struggling to find an efficient way to allow my player character to slide smoothly at cliff edges that cannot be fallen off from, without having to add invisible walls to them. My character can slide at invisible walls, but cannot slide at bare cliff edges. Currently, I’m adding invisible walls to every cliff edge to achieve sliding, which is very time-consuming.

I was wondering if anyone here could offer any advice or suggestions on how I could achieve sliding elegantly in my own game. I am particularly interested in how the sliding was achieved in Tunic, and any insights that could be shared would be greatly appreciated.

Thank you all for your time and expertise. I look forward to hearing any advice or suggestions you might have.

Invisible sliding walls placed at collision layer that is not used by anything else is one of the possible approaches. Basically, boundary information has t o be stored somewhere in the scene and calculating it will be difficult.

If you spend a lot of time placing walls by hand, then the reasonable idea would be to make a script for automatic wall placement. You’d basically need to process entire geometry, find f aces t hat point up, and find open/sharp edges and place the walls there.

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Thank you so much for taking the time to respond to my question. Your idea of an automatic wall-placing script sounds great, and I will definitely try it! Since the geometry of my game is not as clear as Tunic, I’m not sure which approach will be more time-efficient at this point – optimizing the script or continuing to place walls manually. However, it’s reassuring to know that using invisible sliding walls is a standard approach to achieve this, so I feel more confident that I’m not doing anything too silly! Thanks again for your help.

In this scenario a reasonable idea would be to estimate amount of remaining work. If placing walls by hand for all remaining levels would take something like a day, you can just finish it and not automate. If you’re doing it a lot, and there’s no end in sight, then automating it makes sense.

Regarding walls, for example, some games handle all movement using walk mesh, and in some scenarios the walk mesh can also serve as scene collider. The geometry used for that can be very coarse, and far less detailed than level itself. It is not an unusual approach, so you’re not doing anything silly.

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Thank you for sharing your valuable insights on game development strategy. Your knowledge and experience in this area have provided me with a better understanding of how to approach this type of work.

I appreciate your willingness to share your expertise, and I hope to learn more from you in the future!