using ethan from new assets, slope issues

HI there,

Im using 3rd person controller and ethan from assets ( new beta from store), and all is working great, but, my character is able to go straight up a mountain (ha), since there is clearly no controller , that you can adjust slope with.

How do I add it ?

When I tried, it had no affect.

thx
jb

I still need help with this.

I can’t go any further, until I get help with this.

EIther I get help…or I see no way forward with unity.

Iv’e enjoyed using it,but this is going to be a deal breaker.

If you don’t need physics, just use the normal character controller instead of rigid body+capsule sollider like Ethan uses.

Well I’m relatively new to alll of this enjoying it as I go and learn more, and being unsure if I’lll need physics with Ethan, I’ll try your suggestion. This too:

http://docs.unity3d.com/Manual/class-CharacterController.html

This is the time when you need physics.

  • To push boulders or other stuffs that get in the way.
  • To stand on moving platform.
  • Break something.
  • Bounce on something.

But, most games does not need the players to be affected by physics because sometimes they act unexpectedly.

I don’t know what is your vision, if you’re looking forward to build your portfolio as programmer Unity is easy to pick up.

But, even though you’re not a real programmer person yourself, you can always look at Unity Assets Store for some ready solutions.

Here’s some good character controller script that using physics.
It’s expensive though.

https://www.assetstore.unity3d.com/en/#!/content/15672

This one is also nice, it have fly and swimming intergrated.

https://www.assetstore.unity3d.com/en/#!/content/3853

Hi and thx for your help…

EDIT EDIT: fixed, so far anyway…see reply below.

Trouble is , for the adventure/rpg Im going to be doing, I need phsyics too, but I also need to be able to have a player restricted by slope, or there is no point in my mesh design because he can go straight up any slope. Part of my questing, is the need to go over a slope via obstacles, so ya I need physics and slope, but so far Im having no luck on my imported obj mesh. It loads fine, but the character goes right through no matter what I’ve tried. A regular terrain imported via .raw works fine, but I can’t use that. My mesh has overhangs and caves built into it, so I must use it, plus physics, plus slope restriction. Can all this be done in unity ?

Is there a way to do all of this together ? :wink:

I"ll check your urls’

thx
jb

EDIT EDIT: Very kewl, I was able to fix the mesh colliding issue ( kept going right up side of mountain mesh), by forgetting that the mesh, complex as it is, came into unity via 5 components: I had to select them all, and bam, instant and proper collsion and slope management! Crazy thing is, I still have my physics…OH ya :wink:

speaking of normal controller…which one should I be using, and can I later add,once I either pay or get better at programming, add slope control to it ?

Ive tried several, and I can’t get anything to work right, not camera or movement. Getting crazy ;

I removed controller you mentioned
thx
jb

Maybe if you post a video showing your problem it would be easier for us to see what problem or what you want to achieve.

Isn’t that you can control the slope of Ethan’s third person controller slope from the inspector?
I haven’t check those assets for a long time, I might forgot something.

As for the normal character controller (the one that doesn’t use physic) it have a slop control.

But they simply make the character unable to move up the slope.

Yes, I think Im progressing to point that now I need a video to make clear, what issues are coming up, eventually I can do that.

Everything is working fine, minus the nasty faceting on my imported mountain mesh, and somethings the ‘camera’ comes out of areas that are very low in height and enclosed…ie:very far into inner cave area…

Everything is working ‘ok’ now, given I found my mistake, which wasn’t ‘selecting all 5 terrain MESH components’ , because that was allowing me to : a ) fall through in odd places because some components hadn’t been selected for collsion), and b) as a result of that, it would seem that the slope thing was prevented from working at all.

Very happy its all working better…

I guess Im going to have to do a smooth of the terrain mesh, but I was trying to keep tris down…atm there are far too many faceted areas,and its causing game slope issues here and there.

I can clearly see I’ll also need a crouch animation, but that will come later…is there a way to force camera to focus in better on inner cave areas that are very small…atm as I noted,camera is going OUT of that area, allowing player to see outside world,not cool :wink:

thx for all your willingness and great attitude towards assisting me,SO appreciated :wink:

cheers
jb

I’m glad that you’ve found your way.
I’m just returning the favor of what the community give to me back then before I know my way around Unity.

As for the camera, I think I have an idea of what happening.
I thought you’re using Sample Assets?
Wasn’t that the camera able to not rendering the “outside” world while inside some walls?

I’m using the new beta assets from unity store, from unity.

THe rigidbody controller with Ethan, and the slope controll is working fine too, minus the camera going out of bounds in smaller confined areas.

I’m also having very odd issues where the player sometimes, goes right through the terrain, and falls and I can then see underside of terrain as one would expect.

Is this a triangulation issue,meaning the mesh import went bad ?

Is there some way to verify for this, and to have some debug running during play that will possibly show me where the problem may be ?

Thx again!

JB

I suggest you try to find “Mesh to terrain” script.
If not mistaken someone post it here, but it’s some times ago.

I found object2terrain, but its not working very well…the resulting terrain is all twisted and contorted width etc.

I was able to make headway, not completely sure hOW, but character isn’t falling through anymore…I did 10 minutes+ of climbing around mesh and its fine,so far; ),now I just need to place markers on mesh so I know where I am…its pretty huge,easy to get lost lOL

Have a good one, hope your projects are going well…speaking of which, what are you working on atm ? ;))

ttyl
jb

I see, glad you make it.
How big is your terrain in kilometers?

Well, I’m working on my own game.
An RPG games with a swing of music.
Some modern world parallel to our world.

I’m on fermata, because I want to wait for Unity 4.6 to come out with their GUI system.
I have all other game mechanics working already.

Sounds very nice , wish you much luck ! :wink:

The terrain is 2000x2000 , and with exception of a few cool landmarks it is a blank slate. and I think the best approach it is a paging system with as many terrain segments attached as needed at the time and somehow have it work in such a way that raising or lowering terrain doesn’t tear them part…some stitching method that unlke one in asset store doesn’t cause mirror , if that true. I can’t say as there is sadly no demo for it.

I know just what I want to create, I just need the tech to do it; its too bad unity doesnt yet have the built in paging that ue4 does. Maybe is coming, and I’d wait for that,as I do not want to pay huge extra money for it on the store.

later
jb

Well, I use Terrain Composer (In my signature) for making extra huge terrain, procedurally too. :wink:
It can stitch up to 16x16 terrain tiles.
But since Unity is 32 bit applications, I usually crash the apps.
So I change my approach.