This video is mostly about setting up basic stuff (scriptable objects, hanging animation, etc). Next I'll move onto positioning and climbing, etc. Check out the full playlist: ru-vid.com/group/PLWYGofN_jX5BupV2xLjU1HUvujl_yDIN6 Download this project: github.com/RoundBearChoi/2.5D_Platformer_Unity
@@Roundbeargames This way is perfectly fine :) Im trying now to implement it in my game even it is 2D :D and i use IK for the arms (like in Limbo) to have a nice transition when he grab the ledge :)
@@xCrOaTiEnSniPZzx ok that's nice. right now i don't have ik, but im thinking about doing it because the hands are not exactly where they should be when player climbs.
Excellent video, I discovered your channel searching for ledge grabbing but you have great content all around, I will be going over the other videos as well. Thanks.
I have no idea how OnTriggerEnter fired for you when neither of the Triggers (that I could see) have a Rigidbody attached... Mine wouldn't work I had to attach a Rigidbody to my ledge in order for this to work. One of the triggers has to have a rigidbody, no?
nope. maybe you haven't checked IsTrigger. you can download the package and check out the working version first. for more details you can reach me on my discord server. all links in description. the character has a rigidbody but that's a different object.
@@Roundbeargames check the unity doc link i attached... one of the triggers always needs a rigidbody... I am still so confused how your code worked without it. I even added a rigidbody to my character (instead of the ledge checker) to test that scenario and it didn't work for me. anyway, if anyone else has my issue hopefully they read these comments. Looking forward to learning more from your channel. docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html
@@Roundbeargames Yes, I read it... the "If any" is referring to the fact that only one of the 2 colliders doesn't have to have one... because the very next line says: "Notes: Trigger events are only sent if one of the Colliders also has a Rigidbody attached." I got mine working, I was just leaving this comment here for someone not using your packages encountering the same issue as I had. Thank you for taking the time to talk about this, I have much respect for your work.
Hey mate! Hope you're doing well =) Just one simple question. I have try to use "transitionIndexer" scriptable object within ledge hanging animation but for different purposes. First one - as Index 1 (transition types - UP / JUMP) to climb up and the second one- Index 2 (transition types - DOWN) to fall down and it is does not work within one onimation to make a transition to proper next one. (only greater Index number works). Looks like "TransitionIndexer" csharp file - simply sending "Index" Int to mecanim - but only in case if I am using only one "transition indexer" within same animation in any time. How to make it send different Index numbers based on different index types? I beleive the answer is very simple but I am stucked as usual ))))
ok if i understood you correctly, one indexer is overriding the other. (you have one indexer always returning the index back to 0) i realized this later when i was doing the running slide in video #110 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YmMcK1AV89M.html you can either refer to that code in the package or the latest version. here's a screenshot for the fixed indexer i.imgur.com/VfaWnXl.png
hi. it depends. if you want physical interaction between player and everything else (something like active ragdoll) you can't simply add gravity and force and be done with it. if you're referring to just the animation it's a state.
@@LePetit2 youre gonna need a lot more than unity gravity and force. start looking into physics engines, newtonian physics, collision detection, ik, etc. i am bread doesn't have the complexities of multiple human bodies interacting with each other.
@@virusoflife5989 docs.unity3d.com/ScriptReference/CharacterController.html if you're referring to UnityEngine.PhysicsModule, probably not. if you're referring to the general idea of a character controller yes.
@@Roundbeargames sorry i mistyped it there a way you can expain a auto grab system like in tomb raider kinda here's a quick reference ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NyjoLpJVtpk.html