![]() Sends the following events (to drive animation): Idle, Walking, Running, Jumping, Stopped, Balancing, Hit Head. Can have normal and 'pass through' type platforms. Simple move fixes all this but add the “falling through the floor” problem. Current features: - Falls nicely of a square edged platform (unlike built in platform controller). I need to figure out a way to constantly apply gravity while idle and going down slopes. Also I can’t control the air movement when jumping like I do with controller move. Find this & other Tools options on the Unity Asset Store. Yea he still falling through the ground when using simple move. Elevate your workflow with the Character Controller asset from Bean Studio. this isn't good, what if someone plays my game without plugging in their laptop? I'll have to BUILD the game and test that out. However, upon jumping off of the platform, the player looks sometimes like this: The moving platform has a RigidBody component, in case this may be the cause of this issue. ![]() I noticed Spine (A 2D Skeletal Animation Framework) uses this for their platformer example with good results along with 3D Box colliders for the platforms. If i plug in my charger to my laptop, the framerate increases and apparently the coding in unity gets better too because it doesnt happen as long as my laptop is plugged in. What is your view on using Unitys 3D Character Controller for 2D. When a user first presses the jump input, you can make the character jump regularly by assigning an upwards velocity equivalent. External forces (explosions, sword hits, bouncy. Its even smoother than the current version. This is what people generally use because it is a bit easier unless you really need to have authentic physics for your players. A character controller gives the player precise and responsive controls, but you have to fake enough physics so that the movement feels fluid. To do this, add a variable for the jump 'base force', the 'hold acceleration', and the 'hold duration'. About the Extended controller (Patreon) Converted to use standard unity physics, making it much easier to use and incorporate into your game. The character controller is entirely the opposite approach. If I jump WHILE moving and continue moving, he won't fall through floor. Sometimes you want your character to jump higher when holding the jump input. Discussion in Editor & General Support started by Boris1998, Feb 13, 2014. I know Controller Simple Move ignores Y coordinates but he should stop when landing on the floor (like he did when I use "Controller Move".Īlso I see it only happens if i jump in place. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. any ideas? I'll keep tinkering in the meantime. If i jump, on landing, he just falls through and keeps falling down to the shadow realm (lol). Ok I seem to have fixed this by using Controller Simple Move
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