Unity Asset Physics Based Tank Controller V1.5

Posted by5 years ago
Archived

I was just wondering... does everyone use the Unity built in character controller? Or do they roll their own?

When you roll your own is it based on Unity's Character controller, does it use the physics system (rigid body?) - or are you using swept boxes?

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Physics Based Simulation

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I'm curious because in our game it's very possible to exploit your way out of the world using the default character controller by forcing yourself into corners and stuff.. so I am assuming that most people can't be doing it that way or all Unity games would be terribly buggy.

I've started coding my own swept volume based controller which has worked out pretty well, but I had to code some of my own intersection functions (which I would have thought would have been common).. so I'm assuming most people don't do that.

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Physics Based Fighting Game

Posted by1 year ago
Careers
Archived

I have made raycast based character controller with this youtube video https://www.youtube.com/watch?v=MbWK8bCAU2w

It solved many problems what I had with rigidbody movement. However, only way I know how to push and pull objects is with FixedJoint2D component. It requires two rigidbodies to work, so it's not possible with this setup.

How should I approach this with raycast based system?

Should I write something like 'follow the player transform +/- X' AI-script for the object I want to move?

UPDATE: I completed the task. I paste it here for anyone who wants to use it.

On start method I record my characters move speed so I can use different move speed when holding the object.

On update method I use raycast to check if the object is tagged grabbable. If it is, then when clicked, I save the object to box gameobject variable and I parent the object to my player object transform with CheckParent method.

Physics Based Careers

If I have parented object, then I turn off grabbable object's gravity, my characters rotation and jump, and call different animations and movement speed. Click another time and you unparent the object.

Grabbable object has it's own raycast checking if it's in contact with collider. If not, then it unparents itself and turns back on gravity and player characters jump, rotation and movespeed.

Physics Based Flash Games

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