I very much enjoyed this brief game. I really loved your design for this Lara like character :)
And did you make this game on your own custom engine?
you would be surprised but this is often the easier route ๐
but a character controller is always tricky ๐ค
this lara is just a sphere floating above the surface ๐คซ
I tried recently to bring a similar movement to unity :
https://mutantleg.itch.io/otto-takes-on-unity
among other things, I was helping out my friend FreeHawk with his game
and made various experiments - so the code is a bit crude but it might inspire you
I don't really use unity for my own projects
as it just feels so inconvenient to me ๐ค
Thank you so much for sharing that. It's really cool that I'm talking to the man also behind Zortch. I really enjoyed playing the full version on steam :) What impressed me a lot were the crisp controls and of course the more dynamic quake 2-esque gameplay.
I'll be honest. I've never tried to program a third person character controller for my unity myself. I've just bought and tried countless character controllers from the asset store and all of them are over engineered and just jank in some aspect. They all generally feel too heavy and robotic and lack snappiness.
I tried your character controller for unity and its really cool. Would it serve as a good base to make a third person character controller like see in your Lara like game? And how exactly would I go about implementing it?
oh I want to share things with everyone - I just find code to be harder to share (to be useful for others) ๐
that is a good question as I'm not that familiar with unity myself ๐ค
usually the character and animations on top is just another object linked to it somehow
i'm not sure what is the best way to set that up in unity though ๐
in the end you are probably better off with one of the bought ones as this was never fully finished ๐ค
it's tricky because they both come with tradeoffs ๐ค
with a physics based one interaction with physics objects is easier
with a kinematic one you get more freedom but all the physics interactions are hacks
both can be responsive and snappy thought that is only about how input is processed
in that case a very snappy one is easier with kinematic
as with a physics based one the physics take care of deceleration and inertia ๐ค
so this may be a strange answer but both is possible and the only difference is which part of the code is hacky and cheats ๐ค