Interpolating from the current velocity of the rigidbody to whatever the player input vector is can give you smooth movement. You can let Unity handle the physics and collisions by giving it a rigidbody and collider. What I can say is the box colliders are not ticked as "Static". I think the most efficient solution is to use a rigidbody and update the velocity. If that still doesnt work for you, write your own character controller, its not that hard. Basically you want a High Acceleration/High Deacceleration to get a tight feeling. This happens sometimes to my player, but also sometimes to enemies and not the player. I found that High Drag/High Force is a good system for tight feeling controls. The Simple Character Controller tutorial is core to this project and will teach you how to make the 3D Platformer character that we use in this tutorial. I've had this happen on occasion as well, moreso inside the editor than in a standalone build.Īny ideas as to why this is happening? I assure you, it's not what you think: Problem: I'm currently doing beta testing with a testing company, and they have mentioned that, very, very rarely, sometimes the character controller will fall through a box collider into the abyss. Upon searching myself, I found different suggestion by using CharacterController, Rigidbody or even the simple transform.Translate. I am wondering which is the best movement controll for the player. This was the easiest way for me to build out my scene, and actually gives me a high level of control. The sidescroller however will behave like 2d platformer/sidescroller (only x and y axis). Each scene has 5 or so intersecting box colliders that act as terrain. Background: Hey there! I'm working on a 2D platformer that utilizes 3D Box Colliders as terrain.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |