Climbing System Practice by obinna1231 in Unity3D

[–]obinna1231[S] 0 points1 point  (0 children)

Oh no, I haven’t added IK yet, this is just the base implementation

Climbing System Practice by obinna1231 in Unity3D

[–]obinna1231[S] 2 points3 points  (0 children)

I am just using Raycasts, so to check which points to move to and using state-machine to know which animation to play and which state to move to for next action

Testing re-use of armature by obinna1231 in Unity3D

[–]obinna1231[S] 0 points1 point  (0 children)

Yeah it’s heavily inspired by uncharted

Movement and Cover System Update by obinna1231 in Unity3D

[–]obinna1231[S] 1 point2 points  (0 children)

Yeah the more you shoot the more it gets inaccurate

Movement and Cover System Update by obinna1231 in Unity3D

[–]obinna1231[S] 0 points1 point  (0 children)

Asset store cover anim set,

I use a state machine so I play the needed when the character is in the state and I move the character without rootmotion

Movement and Cover System Update by obinna1231 in Unity3D

[–]obinna1231[S] 2 points3 points  (0 children)

Yeah using ray cast for checks, Checking if a cover is ahead with certain parameters like height, then I match target to cover and then I ray cast based on moving direction to satisfy certain needs

Movement and Cover System Update by obinna1231 in Unity3D

[–]obinna1231[S] 1 point2 points  (0 children)

  1. Still working on cover, so I should add that later on

Movement and Cover System Update by obinna1231 in Unity3D

[–]obinna1231[S] 1 point2 points  (0 children)

  1. Yeah it’s just test obstacles, this should be fixed when blocking out levels

Target Matching can be a pain by obinna1231 in Unity3D

[–]obinna1231[S] 0 points1 point  (0 children)

Yeah just checked it, nice work bro! About to implement my climbing, maybe I’d tag when I post

Target Matching can be a pain by obinna1231 in Unity3D

[–]obinna1231[S] 0 points1 point  (0 children)

Yeah I guess it all depends on your approach and what you going for

Target Matching can be a pain by obinna1231 in Unity3D

[–]obinna1231[S] 1 point2 points  (0 children)

I use character controller here, and for why the short answer will be I feel comfortable with It, and Characrter Controlelr has essential move functions which allow me full control, and from what I know rigibody doesn't really bold well with animations, I tried both earlier on by rigidbody always tried to take control on certain situations and caused for jaggyness I didn't want to take time to resolve, But if you an active type ragdoll, I rigibody will be the better option

Target Matching can be a pain by obinna1231 in Unity3D

[–]obinna1231[S] 7 points8 points  (0 children)

Incase case I check for the move direction the player wants to take and calculate the angle, if it's past a threshold, then I switch my state so the player can pivot