Third Person Ledge Climbing with Unity & Playmaker
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- Опубликовано: 21 окт 2024
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#unity #playmaker #climbing
Hi there,
In this video, let's continue work on the Third person Zelda BOTW-ish movement, and let's implement the ledge grab and climb the easy way!
AnimatorHelper script:
pastebin.com/F...
Playmaker is a very powerful tool even for people claiming you just cannot build an entire game using this alone, however I am very disappointed by the lack of you tube videos like yours that make full series on how to build game genres using this tool only, compared to the tons using C#. Keep the good work! :D
Thank you so much buddy! yeah I agree is quite powerful, I still prefer C# though, but for non coders Playmaker really helps, and there are lots professional and successful games developed using Playmaker, so it is production ready.
Hi Romi, can I ask why the empty objects that are targets for the hands are positioned like that? did you decide this based on the position of the hanging player? Could you also place them directly on the edge of the cube? Could you help me understand?....and thanks for these free videos
Hi Ragnar, yes I placed it based on the hanging and climbing animation, I need to take into account for the previous motion of the hand, so it sits well with the environment ledge model. The value or the position I got it from testing it a couple of times.
@@RomiFauzi Thank you very much Romi for the explanation
@@ragnar8871 no worries, you're very much welcome!
How about fixing a character falling down slowly denying gravity xD ? Any solution?
What if the 2 rays touched but he was not in the ledge
Very Very Good tutorial , Thanks for this tutorial !
If you put a look at the object a state before it every time it enters the collider type it looks at so it will always look at this state because it leaves quickly just to get the position facing the object
My character plays the animation gets locked for 2 seconds and doesn't finish the whole animation before falling and not being on top of the pillar please help
Hello! 😁 Do you know any good logic for if the player lands against a wall (bools both are true) but they're not close enough to a ledge to climb it? Such as if the tower was twice as tall in your example.
Hi, I'd probably make the player slide down, or if they are not to far from the ledge, make it so it tries to climb and grab the ledge.
@@RomiFauzi Right :) but to do either of those the player would need to know how close the top of the ledge is, yes? 🤷♂️
Hey ! Thanks for this tutorial you're explaining it very well ! Sadly i'm facing a problem, everything seems to look fine, the climb animation plays and my character is "sticked" to the wall for 2 seconds as it is expected to, but at the end of the 2 seconds the character just fall back on the ground and doesn't change his position to the top of the object. Could you tell me what can be the problem ? Thanks !
Edit : Ok, after some tries, i found out that i needed to change the climb animation type to Humanoid. However, I remember that i left it on generic on purpose because the animation doesn't play when I switch any of my animation to Humanoid :/
I just can't figure out what i am doing wrong, can you save me pls ? (i imported my unrigged character on Mixamo and exported it rigged and animated under the format "FBX for Unity")
Hey, you're welcome! As for the issue, could you try switch it back to generic, but try both option with the root motion of the animation clip enabled/disabled, and see which one works.
As for the animation doesn't work when switched to humanoid, you will also need to changed the avatar settings on the FBX model also to Humanoid.
@@RomiFauzi Thanks for your replies ! I changed the animation type back to Generic and I tried differents options for the root motion node :
-on and on the climb animation displays but the character keep falling back on the ground.
-on mixamorig:Hips the animation displays aswell and the character moves on the top of the object but is flying around while climbing it.
@@RomiFauzi And for the model I imported every animation with the skin and used one of them by dragging it on the scene so i don’t have a character without animation and on T-Pose. Should i have imported the character in T-Pose and the animations without the skin to apply them on the unanimated character ?
Thank you brother
You're welcome!
I'm having an issue with the float compare getting stuck. It just freezes on this part and the character gets into an endless loop of jumping
If you are comparing float with equal operator, often it will never returns true and this will lead where the FSM stuck in a state. Best way would to approximate the equal value, this can be done by using to float compare, and compare it with greater on one action and less on the other one, with a range of value intended to be compared, this way it will behave like an approximate, and send both event to the same state.
can you make a video to climb up walls smaller than the character? .. because on low walls it is really difficult to change the animation according to the height of the wall. Maybe you need to use IK? do you know how to do it?
Yeah definitely needs to use the IK, I haven't tried this, so I'll need to experiment it first but I'm currently busy so I'm not sure if I can create a video regarding this soon..
Can you please make video how to walk on stairs with playmaker 🙏💚
an easy way to do this is to use a ramp as the stairs collider, then the character will be able to walk on it.
@@RomiFauzi
Thanks bro for replying 🙏
Can you send your FB link to connect with you if I face a problem, 🙏 I just a beginner 😅
AnimatorHelper script For Animator Root Motion x , y , z Axis Animation Translate Offset ! How To For Animator Root Motion y Axis Rotate Animation ? Thank You
Makasih banyak Bang Romi
Siap, sama2 gan!
Thanks
You're welcome!
hm Ik hands doesnt work :(
Hi, i have a problem, i cant get the yellow line even when debug is turned on
You need to enable the gizmo button on the game view to show the line
@@RomiFauzi it doesnt work, i dont know
@@RomiFauzi i need to carry on my project
Could you make sure, the player is selected when testing? some gizmos will only be shown, if the related Game Object was selected.
@@RomiFauzi No, it still doesnt work, but in the SiampleScene i can see "DontDestroyOnLoad" when i testing, what is it
Dear Romi Fauzi , Please Add Zelda Throw enemy with Playmaker Tutorials ! Thank ^-^
I'll see what I can do..
cool
Thanks!
I mean if I was to do this in C# it would probably take me 1 day to understand the code , write it and get it to work
god bless playmaker
Yes, C# can be quite daunting, so use tools that is the easiest for you. I like also coding myself however using C#, but playmaker really helps me understand programming when I started learning C#.
I'm fairly new to Object Oriented Programming as well as Unity and since i'm used to C and made a 2D Game engine with C I felt that OOP is very very different.. anyways thanks you for the tutorial i'll be following your Third Person video series there are lots of stuff you can cover on it! Quests/Missions system , inventory etc I hope you have a nice day and thanks again!