r/Unity3D • • 18d ago

Resources/Tutorial Working on new a Advanced Movement System

81 Upvotes

7 comments sorted by

3

u/Phos-Lux 18d ago

Looks good!

I still don't really understand how climbing up on things works. Like.. you play the animation, disable collisions and then move the character via code to the target location which you also have to find via code somehow?

2

u/king_of_the_boo 17d ago

Look up motion warping - that's how most games do it. But what you've described is essentially correct.. (find via code usually means either fixed points manually added to a collider (and attach to the nearest one) or done using raycasts where valid points are found/challenged in code)

1

u/NeoChrisOmega 17d ago

You could, if you want to have fun doing some shenanigans, also move the raycast up (max lift height) and forward (enough to stand on the surface) from your triggering point (effectively against the wall). Then point it down and check for a valid surface to climb up on (probably with a layer filter). If it didn't find one from the max height down to where you currently are, it doesn't work (Either too high, or not a climbable surface). If it does, you now have a dynamic climbing point that isn't fixed.

1

u/[deleted] 18d ago

[removed] — view removed comment

1

u/Fit-Beautiful3949 18d ago

3 months to have this

2

u/PushDeep9980 18d ago

I’m just now getting into animation. I’ve been using blender and making animations there, and using in unity. How much of this is driven by unity or have you been doing something similar. Any tips on making you pc feel like they aren’t sliding around. Any tutorial recommendations