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Cat mario 3d unity
Cat mario 3d unity








cat mario 3d unity

Stepping through, the first thing we do is check if a ray, originating at the hypothetical future position directed towards the players down vector (-transform.up) hits the world using WorldLayerMask which is a public LayerMask property of the script. More on that later, but just keep in mind that it's a normalized vector in the direction the player is moving this frame. The Vector3 movementDirection parameter is just as it sounds, the direction we are going to be moving our player in this frame, and calculating that vector, while ended up relatively simple in this example, was a bit tricky for me to figure out at first. If (Physics.Raycast(ray, out hitInfo, float.PositiveInfinity, WorldLayerMask)) Ray ray = new Ray(transform.position + movementDirection * Speed, -transform.up)

cat mario 3d unity

Vector3 newPosition = transform.position

cat mario 3d unity

Private bool GetRaycastDownAtNewPosition(Vector3 movementDirection, out RaycastHit hitInfo) Transform.position = hitInfo.point + hitInfo.normal *. Quaternion finalRotation = Quaternion.RotateTowards(transform.rotation, targetRotation, float.PositiveInfinity) Quaternion targetRotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal) If (GetRaycastDownAtNewPosition(movementDirection, out hitInfo)) The bulk of the work being done was in the following two methods: private void UpdatePlayerTransform(Vector3 movementDirection) The basic setup consists of a large sphere (the world) and a smaller sphere (the player) both with sphere colliders attached to them. Snapping Player to the Surface of an Object I managed to accomplish what I needed, primarily with the assistance of this blog post for the surface snapping piece of the puzzle and came up with my own ideas for player movement and camera.

CAT MARIO 3D UNITY FREE

What kind of approach should I take to snap the player to the surface of objects? Note that the solution should work in 3D space (as opposed to 2D) and should be able to be implemented using the free version of Unity. I feel like the solution would probably still use physics to get the player grounded onto the object if they were to leave the surface, but once the player has been grounded there would be a way to snap the player to the surface and turn off physics and control the player through other means but I'm really not sure. My current implementation is an adaptation of what was found here I couldn't get the player to move fast enough without the player starting to fly off the surface of the object and I couldn't find a good balance of applied force and gravity to accommodate for this. I managed to implement something close to what I'm looking for using an approach where the object that should have the gravity attracts other rigid bodies towards it, but by using the built in physics engine for Unity, applying movement with AddForce and the likes, I just couldn't get the movement to feel right. I'm trying to create an effect similar to that of Mario Galaxy or Geometry Wars 3 where as the player walks around the "planet" gravity seems to adjust and they don't fall off the edge of the object as they would if the gravity was fixed in a single direction.










Cat mario 3d unity