![]() ![]() You just need to fill special script's fields as you want. another teleporter), another scene or another coordinates! Moreover, you can set a player's offset about another object!Įvery thing that you described can be changed to make them comfortable exactly for your game. Teleporters: move to another objects (e.g.Crashing and moving platforms: they will be useful for making a level more interesting! Or for puzzles, for example.Collectable things: set their features as you want!.Set its health, the ability to regeneration, damage, type of movement, time between attacks, bonuses for killing and more! Create your own custom Player Controller! The set of different parameters will help you to reach exactly what you want!.The special script will help you to set whatever you want: alignments of score and bonuses, is there any bonuses at all, is player need to find the exit from level or collect a required amount of bonuses/score, player's lives and more and more! Change the game logic&design inside Unity Editor.Large set of things - everything you need for 3D Platformer:.Fully source-code! If you want to edit something, you can!.we have spent only about 1 hour on making the demo game. Real Fast Game-Making: now you can spend your time on planning interesting levels but not on coding them! Actually, the game can be created in 1 day! E.g.Use Unity Free or Unity Pro: it doesn't matter! Advanced 3D Platformer Kit is working with both of them!.Your character should be able to stand on it. Set some parameters in the MovingPlatform componentĪt this point, you can press Play and jump onto the moving platform. ![]() Add a TrackedTransformAuthoring component to the MovingPlatform.Set the MotionType to Kinematic, and its Smoothing to Interpolation. Make sure that the MovingPlatform object also has a PhysicsBody.Add a new box with a PhysicsShape to your subscene.Add the above MovingPlatform, MovingPlatformAuthoring and MovingPlatformSystem scripts to your project.To use this example moving platform in a scene: It calculates a targetPos and a targetRot, and then calls PhysicsVelocity.CalculateVelocityToTarget to calculate and apply a physics velocity brings the rigidbody to that target position and rotation over the next fixed update. The system uses a maths function to make kinematic physics bodies move with a given translation and rotation speed at a fixed timestep. ![]() PhysicsVelocity.ValueRW = PhysicsVelocity.CalculateVelocityToTarget(in physicsMass, localTransform.Position, localTransform.Rotation, new RigidTransform(targetRot, targetPos), invDeltaTime) Quaternion targetRot = math.mul(rotationFromMovement, ) Quaternion rotationFromMovement = quaternion.Euler(math.normalizesafe() * * time) = true įloat3 targetPos = + (math.normalizesafe() * math.sin(time * ) * ) Remember initial pos/rot, because our calculations depend on them Public partial class MovingPlatformSystem : SystemBaseįloat deltaTime = įloat time = (float) įoreach(var (movingPlatform, physicsVelocity, physicsMass, localTransform, entity) in SystemAPI.Query, RefRW, PhysicsMass, LocalTransform>().WithEntityAccess()) Public override void Bake(MovingPlatformAuthoring authoring) Public class MovingPlatformAuthoring : MonoBehaviour ![]() Public struct MovingPlatform : IComponentData The code for a simple moving platform is provided here (component, authoring and system): /// Component code Moveover, the moving platform rigidbody should be interpolated if the character position is also interpolated. Moving platforms that are moved with the transform directly will not be able to properly solve push impulses between the character and the platform. For accurate physics interactions between the platform and the characters, it's best practice to use a rigidbody for the moving platform entity, and to move it exclusively with PhysicsVelocity. ![]()
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