![]() ![]() This is fine, but we might want to have the deceleration rate different than our walkAcceleration. Note that when no keys are being pressed, moveInput will be zero, causing our controller to slow to a stop. Mathf.MoveTowards is being used to move our current x velocity value to its target, our controller's speed (in the direction of our sampled input). x, speed * moveInput, walkAcceleration * Time. Add the following at the top of the Update method. Let's change that by adding some horizontal velocity when the left or right keys are pressed. Our velocity isn't being modified yet, so our controller won't move. This will translate the controller by velocity every frame, multiplied by deltaTime to ensure our game is framerate independent transform. This is a lot to ask from a capsule-shaped object that is designed to react to the world in the way a real-world capsule would.īy instead directly modifying the position of our controller, we are able to very finely tune exactly how it interacts with the world, which is essential to crafting a game that feels and plays fluidly.Īdd the following line of code in the Update method. Characters often need to be able to run, slide, crouch, climb-all possibly with different acceleration and friction values dependant on their current state, or the surface they are interacting with. However, something like a capsule rigidbody would be poor at representing an object capable of very complex actions, like a character controller. Using constraints and joints, they can be used to model more complex objects, like a multi-limb robot. ![]() Box rigidbodies will excel at representing a wooden crate, cylinder rigidbodies as a an oil drum, and so on. Rigidbodies behave very similarly to the real world objects they represent. ![]() So why not use them for character controllers? Both of these extensively support rigidbodies. Unity comes packaged with two physics engines: PhysX for 3D, and Box2D for 2D. ![]()
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