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oh I want to share things with everyone - I just find code to be harder to share (to be useful for others) ๐Ÿ˜…

that is a good question as I'm not that familiar with unity myself ๐Ÿค”

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 ๐Ÿ˜“
in the end you are probably better off with one of the bought ones as this was never fully finished  ๐Ÿค”

code wise it's pretty much what this lara movement does - only using a physics engine ๐Ÿค”
the trick with most character controllers is they either ignore physics (kinematic ones) and use hacks for stairs
or use this same idea just with a different shape (usually a capsule) and rely on hidden simplified collision geometry
(+1)

I'm sorry for this late reply. I've been so busy. I very very much appreciate you taking your time to help me with my questions. 


I do kinda get the basics of Character controllers. 


Which one do you think is snappier and more responsive? 


A physics based character controller, or a kinamatic one?

it's tricky because they both come with tradeoffs ๐Ÿค”
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  ๐Ÿค”
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 ๐Ÿค”

(+1)

Thank you. I think I'll start looking into Kinematic Character coding tutorials first then. I don't care for realism so hacks don't bother me haha.