![]() the heavy corgi : he sure has one big armor.the dude : he doesn't do much, he just walks around.the green corgi : this little dude will follow you everywhere.the blob : it looks friendly but it will hurt you if you touch it.the buzzsaw : rotating and moving danger.the blue round thingy : don't touch his spikes either!.the blue robot : this mean dude walks from left to right on slopes or even terrain, and shoots at the player as soon as it sees him.The demo levels include a bunch of enemies, complete with basic AI, health levels, movement animations and death effects.fly freely in all four directions (all the time or on command).swap control between multiple characters in your scenes (think Lost Vikings).switch character for another model or prefab at runtime.trigger different feedbacks based on the surface the character is on.persist through different levels, maintaining value and component changes.control time (speed it up or slow it down).shoot and use weapons, and more than one at once.climb ladders (regular or bidirectional ones).vertical dash which smashes the ground and shakes the camera.double jump (or any number of jumps you want).customizable jump time windows after a fall.jump (proportional to the button press time or not, with fall and ascent speed multipliers).auto walk/run/walljump ala Super Mario Run.compatible with all kinds of 2D colliders (box, circles, polygons, etc.).orient your character depending on the slope angle.For those of you wondering, the Player/platforms collision detection is made using raycasts, it's not a physics based engine, although you can mix some physics with it, as you can see in the demo (the crates for example). ![]() The character controller is easy to control and tweak via the inspector.
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