Hi all,
I've had a little bit of a break from game code recently to focus on marketing and design for my game, and when coming back to it I seem to have lost all previously gained knowledge and can't get back into my flow, so I'm looking for a bit of a nudge in the right direction.
First off, I'm using [UFPS][1] for my character controller (heavily modified), and [Hotween][2] for tweening.
I'm trying to improve my CharacterController wall running. Before my little break, I did this by applying an upward force to the controller through UFPS, but I was never happy with the results:
m_FPController = GetComponent();
m_FPController.AddForce(Vector3.up * WallRunForce);
This, combined with a subtle rotation of the camera made it look quite believable, but the feel was never right. I've fiddled around with various combinations of applying force, but it just doesn't feel like this is the right way to go - or rather, I haven't got it quite right yet.
So, I'm trying to establish the best route to go down to get it feeling better. I'm pretty sure adding a rigidbody to the controller will be counter-productive, so I've been looking at tweening. However, I feel like tweening will take away any feeling of control from the player (the player will be able to look around and stop the wall run in the middle of the process).
Here's a quick drawing I made to describe what I'm looking to do:
![Wall running][3]
The blue arrow shows the expected route the character controller should take. I have already written the code to detect the wall and control the character, it's just the actual physical movement of the character controller I need to perform.
So, any advice? Should I continue looking at forces, go down the tween route, or am I barking up the wrong tree? Any help will be appreciated - I just need someone to point me in the right direction.
[1]: http://u3d.as/content/vision-punk/ufps-ultimate-fps/2Jc
[2]: http://www.holoville.com/
[3]: /storage/temp/21320-wallrun.png
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