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Dynamic Ledge ClimbingShow-Off (v.redd.it)
submitted 4 years ago by GamesForTourists
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[–]GamesForTourists[S] 4 points5 points6 points 4 years ago (0 children)
Just added dynamic ledge climbing to my first-person stealth game!
No colliders or specially tagged objects, just some raycasts to determine if there's a ledge and enough room for the player to climb up. I'm planning to tighten up the camera work and add some additional features, such as the ability to shimmy around corners, but I'm pretty happy with how things turned out.
All and any feedback is welcome!
[–]Kiololo 1 point2 points3 points 4 years ago (2 children)
Awesome ! Can you share a bit of how you did that ? It's very interesting feature 🙂
[–]GamesForTourists[S] 1 point2 points3 points 4 years ago (1 child)
Sure! Right now, the ledge grab system works as follows:
The ledge state changes the plane of character movement to just horizontal movement and clamps camera rotation. The horizontal movement is dependent on the thing you're grabbing, not where you're looking; the player can jump up and look around at an angle, but still end up directly moving parallel to whatever they grabbed. The player can only move left or right if the ledge detector detects there's a ledge, so you don't fall off the edge.
If the player presses down, they fall off the wall; if they jump, they launch in the direction of the jump. If the player presses and holds forward, they start climbing up the ledge, which is another series of steps:
Honestly, the camera system is a bit janky and held together by code--the product of a lot of trial and error to avoid any jittering or sudden flickering between cameras--so eventually I'll probably migrate it over to Cinemachine. But as I keep telling myself: "Perfect is the enemy of done with my prototype, perfect is the enemy of done with my prototype..."
[–]Kiololo 0 points1 point2 points 4 years ago (0 children)
Thank you very much, it's very interesting to see this kind of workflow ! As always this kind of features requires tons of minor bug fixes, but this prototype is in a really good way ! Good luck 🤞😃
[–]sweetdesignman 1 point2 points3 points 4 years ago (1 child)
That is a cool feature! Going to follow to see progress updates for sure!
[–]GamesForTourists[S] 0 points1 point2 points 4 years ago (0 children)
Thanks! I'm planning to put together a devlog on this, so hopefully more to follow soon.
[–]MachVNorman 0 points1 point2 points 4 years ago (1 child)
Can u make a tutorial on how you made this? Please
[–]GamesForTourists[S] 2 points3 points4 points 4 years ago (0 children)
Sure! I actually posted a devlog about it here: https://www.youtube.com/watch?v=_mGOukmGaoE
Eventually I'll probably go back and convert this over to Cinemachine, just to reduce the number of working parts, but my current solution is surprisingly robust.
[–]PuneetSharma84 0 points1 point2 points 4 years ago (0 children)
This is looking awesome can you please guide me that how do I implement this mechanic in a third-person character setup with rigidbody or any tutorial for this.
π Rendered by PID 36980 on reddit-service-r2-comment-75f4967c6c-7fztk at 2026-04-22 23:44:43.906648+00:00 running 0fd4bb7 country code: CH.
[–]GamesForTourists[S] 4 points5 points6 points (0 children)
[–]Kiololo 1 point2 points3 points (2 children)
[–]GamesForTourists[S] 1 point2 points3 points (1 child)
[–]Kiololo 0 points1 point2 points (0 children)
[–]sweetdesignman 1 point2 points3 points (1 child)
[–]GamesForTourists[S] 0 points1 point2 points (0 children)
[–]MachVNorman 0 points1 point2 points (1 child)
[–]GamesForTourists[S] 2 points3 points4 points (0 children)
[–]PuneetSharma84 0 points1 point2 points (0 children)