![]() Turning off animations.") ĭebug.Log("No jump animation found and the character has canJump enabled. Turning off animations.") ĭebug.Log("No run animation found. Turning off animations.") ĭebug.Log("No walk animation found. Moving her might look weird.") ĭebug.Log("No idle animation found. MoveDirection = transform.TransformDirection(Vector3.forward) ĭebug.Log("The character you would like to control doesn't have animations. Private var inAirVelocity = Vector3.zero the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) Last time the jump button was clicked down When did the user start walking (Used for going into trot after a while) Are we moving backwards (This locks the camera to not do a 180 degree spin) Are we jumping? (Initiated with jump button and not grounded yet) Private var collisionFlags : CollisionFlags The last collision flags returned from controller.Move Private var moveDirection = Vector3.zero The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around. The gravity in controlled descent mode How high do we jump when pressing jump and letting go immediately when pressing "Fire3" button (cmd) we start running after trotAfterSeconds of walking we trot with trotSpeed ![]() Private var _characterState : CharacterState Public var landAnimationSpeed : float = 1.0 Public var jumpAnimationSpeed : float = 1.15 Public var runMaxAnimationSpeed : float = 1.0 Public var trotMaxAnimationSpeed : float = 1.0 Public var walkMaxAnimationSpeed : float = 0.75 Public var jumpPoseAnimation : AnimationClip Public var walkAnimation : AnimationClip Public var idleAnimation : AnimationClip Require a character controller to be attached to the same game RequireComponent(CharacterController) – Height (2 metri per un umano): altezza della capsula – Min Mov Distance (raccomandato a 0): se il personaggio tenta di muoversi di una valore inferiore a quello indicato, non si muoverà. Un valore alto riduce il jitter (tremolii) – Skin Width (buon valore è 10% di Radius): 2 collider si possono penetrare del valore specificato. – Step Offset (buon valore 0.3): il personaggio potrà salire i gradini di una scalinata se sono al massimo alti 0.3 unità – Slope Limit (buon valore 45): la pendenza del terreno massima che può superare In questo caso toglieremo il componente ‘Mesh Renderer’ NOTA BENE: il terreno per la collisione DEVE essere una mesh separata da quella che utilizziamo per il rendering, con meno poligoni per ottimizzare il calcolo delle collisioni. Questo grazie all’interazione di Collider posizionati sugli oggetti e sul terreno.Īnalizziamo il contenuto degli oggetti in scena: – di essere bloccato dalla presenza di ostacoli – di correre anche su superfici irregolari, come può essere una collina Play> use arrow key to move the character Analisys – Position Y= 0.97 (bisogna posizionarlo in modo che il Collider ‘Character Controller’ sia sopra a ‘Ground’)ĥ. Hierarchy> 3rd Person Controller> Inspector> Transform> Project> Standard Assets> 3rd Person Controller (the blue cube)> DRAG AND DROP it over the Scene WindowĤ. MAIN TOP MENU> Assets> Import Package> Character Controllerģ. MAIN TOP MENU> Create Other> Plane, name it ‘Ground’Ģ. On the other hand, if you want your player character to be affected by physics then you might be better off using a Rigidbody instead of the Character Controller. If you want to push Rigidbodies or objects with the Character Controller, you can apply forces to any object that it collides with via the OnControllerColliderHit() function through scripting. The Controller does not react to forces on its own and it does not automatically push Rigidbodies away. It will slide along walls, walk up stairs (if they are lower than the Step Offset) and walk on slopes within the Slope Limit. ![]() The Controller will then carry out the movement but be constrained by collisions. It is simply a capsule shaped Collider which can be told to move in some direction from a script. You can think about ‘Assassin’s Creed’ or ‘Tomb Rider’.Ĭharacter Controller is the specialized Physic Character Controller, character only please. In a 3rd Person videogame you are able to see the full body of the player character. In videogames player position has been compared to a camera. If the narrator of the story is not present, or is present but is not the protagonist, and the story told is about someone else and is not the narrator’s own story, the story is narrated by He/She perspective. Narrative point of view in the creative writing of fiction describes the narrator’s position in relation to the story being told. Unity 3D Game Engine – Character Controller – 3rd Person
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