![]() ![]() If we don't do this check, jumping won't work right. The character will be made up of the following components:Ī physical body made up of a Capsule Collider and RigidbodyĪ SimpleCharacterController script that takes and responds to inputĪn InputController script or a SimpleCharacterAgent script if you’re using ML-AgentsĬreate a new C# script called SimpleCharacterController.cs and open it.ĭelete the Start() and Update() functions so that you have a clean, empty class.ĬheckGrounded() will check whether the character is on the ground and update the IsGrounded variable. IsGrounded functionality (prevents jumping while airborne, plus is useful for other stuff) Slope limit (prevents jumping up steep slopes) ![]() ![]() The functionality we’ll make for this character includes: We will not use the built in Unity CharacterController primarily because we want a character that works with Rigidbody physics. These days I use a much simpler technique that uses a custom SphereCast function to detect all triangles beneath the controller and pick those that are most relevant.In this tutorial you’ll learn how to create a very simple character controller for Unity that also works with ML-Agents. On the subject of the SuperCharacterController, the main reason it gets "stuck" and whatnot is due to the technique I used to detect ground beneath the character, which wasn't very stable and would frequently either "miss" when you're up close against walls or oscillate between a grounded and non grounded state. While the CharacterController has its issues, it's a good place to start and lets you immediately start working on the actual interactions of the controller, as opposed to writing somewhat lower level code. The 5.6 Physics functions are pretty great overall and are very useful for writing custom character controllers, but are not absolutely necessary if you want to make a solid controller in Unity. Dividing the world like this makes it much easier to do ground detection and makes your controller more stable overall. ![]() All surfaces in the world have to be one or the other-you'll notice this is why Mario is able to stand on some fairly steep slopes in the game (such as the big ramps in Bowser in the Sky). Hey arcnor, the way Super Mario 64 handles this (but not the Mario 64 HD project) is that the world is strictly divided into walls and ground. I guess I should also ask if there is something on the asset store for this, but from what I've seen, there is a lot of cruft out there, so it might be difficult to find the right thing without a way to test it beforehand.Īnyway, sorry for the not-so-focused topic, and hopefully somebody can provide some insights at least. Should I go and create my own instead using those two new functions? I've also read that Unity 5.6 includes two new Physics functions that might help when creating a Character Controller (Physics.ComputePenetration and Physics.ClosestPoint). I tried the excellent-looking SuperCharacterController from Roystan Ross (of Super Mario 64 HD "remake" fame), but unfortunately it seems to have problems even on the sample scenes (falling through the scenery and getting stuck on edges). My question is: for non-realistic character movement (again, something like Mario 64) should I use the existing Character Controller? I've read that it's subpar and I might have problems in the long run. I don't want anything fancy, just being able to jump and run through the level made of meshes (with slopes), without worries of falling through stuff, or getting stuck anywhere. I want to create a small 3d platformer, Mario-64 style, but I'm not sure of what to use for the actual player movement. ![]()
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