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3h 15m 31s logged

Alright! More stuff to showcase!
Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly.
My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol.
Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead.
Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around.
Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox.
Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see!
For now, thanks for reading, and happy coding!

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