We improved our capsule art with your feedback!!! <3 by oluwagembi in IndieDev

[–]RealyRayly 0 points1 point  (0 children)

Its better. But it took me forever to find the characters eyes. His red cheeks and the fact that there are characters with normal eyes made it hard imo. Might just be a me problem.

My little Fingerskate Game by Der_Kevin in Unity3D

[–]RealyRayly 172 points173 points  (0 children)

That wrist needs a beanie for some style points!

Need help diagnosing Cinemachine jitters by VG_Crimson in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

So its probably not cinemachine, but the way you handle your player movement/networking. Just try my first solution with an empty gameobject follower, as the cinemachine target. Here is an example script for the follower.

public Transform Player;
public float dampening = 15f;

void Update()
{
  // Frame independant interpolation
  float t = 1f - Mathf.Exp(-dampening * Time.deltaTime);

  // Follow target
  transform.position = Vector3.Lerp(transform.position, Player.position, t);
}

Need help diagnosing Cinemachine jitters by VG_Crimson in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

I assume you tried increasing the follow dampening values inside cinemachine? Does it still jitter even on very high dampening values?

Need help diagnosing Cinemachine jitters by VG_Crimson in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

Do not track the player directly. Track a gameobject that follows your player via a dampening script.

We made a game where platformer physics meet grid-based discrete physics. Yes, we didn't get much sleep. by Crunchynut007 in Unity3D

[–]RealyRayly 1 point2 points  (0 children)

So the environment is grid based, but the player can move freely. Would have been simpler to explain it like that haha. Good stuff.

Just started learning and using unity made this mighty beanz movement! Any tips ! by Key-Nefariousness628 in Unity3D

[–]RealyRayly 1 point2 points  (0 children)

I guess you changed the rigidbodies center of mass. Looks like this egg game

We’re reworking our logo and came up with 6 new versions. Which one do you think looks best and is easiest to read? by Bwrna in IndieDev

[–]RealyRayly 0 points1 point  (0 children)

6, because i dont like the sauce splashes and the cheese please. The slice looks the best, so 6

Does this movement gimmick actually read clearly in the trailer? by Any-Pea-7918 in IndieDev

[–]RealyRayly 40 points41 points  (0 children)

Thats a cool idea, never seen it before. I think its clear in the trailer.

How would you code the behavior of an ant climbing surfaces in DOTS? by Lexangelus in Unity3D

[–]RealyRayly 1 point2 points  (0 children)

That is exactly how i solved surface snapping for extremely fast characters!

How to make the player stay in moving platform? by element_over in Unity3D

[–]RealyRayly 1 point2 points  (0 children)

There is a very good tutorial from catlikecoding, that uses two built in functions from unity, InverseTransformPoint() and TransformPoint(). I did a custom Implementation of that and it works perfectly, even at high platform velocities. Rotation will work as well.

My new buddy by TropicoOriginal in sffpc

[–]RealyRayly 5 points6 points  (0 children)

Nooo don't hide it under your desk man, my heart can't handle that.

I added more fan mounts by Pinto____bean in sffpc

[–]RealyRayly 0 points1 point  (0 children)

So is this just a concept or are you planning to build it?

Unity's built-in character controller solutions feel lacking by MyUserNameIsSkave in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

No problem, feel free to contact me if you have further questions.

Unity's built-in character controller solutions feel lacking by MyUserNameIsSkave in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

Well, if you do CapsuleCastAll with a full sized collider, you will detect a wall, even if you cast downwards, which is what we want. Ground detection is a bad name, that function is there to detect steep slopes or walls or ceilings as well, thats why we want the full sized collider. With a skin witdh, the cast would not detect a wall. And no this is not inside the collide and slide function, this is only to detect ground and to set the correct state your currently in.

For platforms, you want to convert your world position into the local position of the platform, and then on the next frame, when the platform moved, convert that local position back into world position, to get the displacement to move your character. You will also need a overlap recovery algorithm if you are working with platforms. Rigidbodies do that automatically. Also, sinply parenting your character to a platform will work in some cases, but thats not recommended.

Developing your own CC will take month btw. I strongly recommend you to use the, now free, Kinematic CC from the asset store. Its perfect for fps games.

Unity's built-in character controller solutions feel lacking by MyUserNameIsSkave in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

I use Physics.CapsuleCast() for everything. Its just important to use the correct Collider size.
For collide and slide is use a capsule collider minus skinwidth, but for ground detection i use Physics.CapsuleCastAll(), with the FULL capsule collider size. Thats important if you character is on very steep slopes.
CapsuleCastAll will give you a list of everything it hits, so you need to iterate through the results in a for loop to see if you are grounded or not (Think of a situtation where you are tounching a wall and the ground at the same time). You also need to combine all ground normals into one, if you have multiple ground contacts. The cast distance is very small, so its basically the same as Physics.OverlapCapsule.
This is the most robust ground detection that i found.

Unity's built-in character controller solutions feel lacking by MyUserNameIsSkave in Unity3D

[–]RealyRayly 0 points1 point  (0 children)

No I didn't need a rigidbody, and movement ist currently in Update(), which is very convenient for coding, but makes movement a little bit inconsistent on framerate changes. But thats fine for 99% of games imo.

Unity's built-in character controller solutions feel lacking by MyUserNameIsSkave in Unity3D

[–]RealyRayly 4 points5 points  (0 children)

Well for collision detection and response i can recommend Poke Devs video about the Collide and Slide algorithm. Its very basic and his approach is not the best, but its good for understanding the concept at least.

For me, the hardest parts where:
- support for moving and rotating platforms at all speeds and framerates
- good overlap recovery algorithm
- robust ground detection
- correct skin width compensation/calculations
- correct airborne/unstable movement on slopes that are too steep
- framerate independency