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Unity Tutorial: RigidBody Step Up Stairs 

DawnsCrow Games
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29 окт 2024

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Комментарии : 149   
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
I have now uploaded the script to GitHub link in the description. This script also contains the enhancement suggested by Moonbuffalo which multiplies the smoothStep amount by Time.DeltaTime, this gives a much smoother and cleaner looking walk with far less jump to it. This also means that the smoothStep amount has been increased to a much higher value than before, in this case 2.
@ahmedkarim5894
@ahmedkarim5894 3 года назад
Great job and a great tutorial, but I have a question shouldn't it be multiplied by Time.FixedDelatTime since it is called from Fixed update
@michaeltruong2232
@michaeltruong2232 3 года назад
@@ahmedkarim5894 you should always use Time.deltaTime. It will know if you're in the update or fixedUpdate function and give you correct delta time accordingly. Time.fixedDeltaTime is the target delta time you want it to be, i.e. you write to it.
@AJ213Probably
@AJ213Probably 2 года назад
@@michaeltruong2232 I did not know that, thank you
@NymousMusic
@NymousMusic 2 года назад
Nice work on the script and the video! But I do have a question: Why do you modifiy the rb position with -= and then -stepSmooth? Wouldn't += easier/better? Or is there any specific reason to use - -?
@talismanskulls2857
@talismanskulls2857 Год назад
@@NymousMusic I know from my testing using += prevents it from going up steps of any size.
@duyvo1258
@duyvo1258 Год назад
Thank you for the tips, this is the only video that shows exactly how to deal with slope on physics without tweaking colider. There is one thing, that instead of cast the ray on the direction of world space, casting ray on the direction of your movement inputs will save you from doing another ray cast check.
@JPMESrocks
@JPMESrocks 13 дней назад
Thanks, this is a great idea.
@jiaqiwu3792
@jiaqiwu3792 Год назад
In the article, fixed values (0.1 and 0.2) are used for the detection distance, which will cause stuttering in some cases. To fix this, I changed it to a value proportional to the object's velocity. This optimizes the feel to a certain extent.
@belen3566
@belen3566 5 месяцев назад
Thanks!
@bintangjakasurya7686
@bintangjakasurya7686 2 года назад
The way you used the raycast approach for detecting stairs is very clever, easy to visualize and understand how it works, doesn't require complex math. Thank you so much for the tutorial, have a good day sir
@lotussaxe
@lotussaxe Год назад
@@MEMUNDOLOL This is a player controlled unit, no one would implement the same type of logic for Ai-based movement. And if you talk multiplayer, the calculation would be done client side, once per player then sending new position to server. All your examples are false comparisons. Ai based movement usualys follows a predefined path, defining that path is a completly different discussion. If you are talking about actually optimizing things you should know that few games run their AI logic every frame, its simply not needed to have that type of precision.
@ajinkyax
@ajinkyax 3 года назад
there is literally not a single video on YT about fixing to help walking up stairs with Rigidbody. Thank you :)
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
I had the same problem when I wanted to do it, that's why I decided to put my solution up. I'm really happy I was able to help :)
@MysterousBear
@MysterousBear 2 года назад
@@dawnscrowgames4485 year on, but you're still a legend. Thanks so much for this
@talismanskulls2857
@talismanskulls2857 Год назад
Wanted to say thanks for the updated step detection feature. Another thing I added that seems to help is adding zero friction to the player's capsule collider. However, if there is any friction like max friction on steps it wont do anything. Also with zero friction physics material added, I found that in order to climate some of the jittering that setting stepSmooth = 0.02f works best rather than stepSmooth = 2f. I also added range settings in case I may need them to adjust things later like this: [SerializeField][Range(0, 5)] private float maxStepHeight = 0.3f; [SerializeField][Range(0, 5)] private float stepSmooth = 0.02f; I would also like to see perhaps in the near future a video adding kinematics so that foot placement looks more natural without having to mess wit the animator or animation. That would be awesome. Thanks again, as I said for the updated script. I was able to adapt it much easier than I thought I would be able to.
@Bruh-py1vs
@Bruh-py1vs 3 месяца назад
Awesome tutorial and script, love that you went through what all the variables do as well 👍
@rafaelbrustolin4687
@rafaelbrustolin4687 8 месяцев назад
you have no idea about how much you helped me!
@xaiga29
@xaiga29 3 года назад
Great tutorial! I liked how you showed what the viewer can expect to have by the end of the video. That really helped me figure out if your solution is what I was looking for. It is and I'm looking forward to trying it out. A suggestion, do more Unity videos. Good luck and take care!
@frithjofmeinke7789
@frithjofmeinke7789 3 года назад
Good job. Straight forward, nice and easy and a solid and understandable solution.
@nickbitounis7509
@nickbitounis7509 2 года назад
New idea, try to make walking on stairs facing all directions, for example while the player is walking backwards. Because the implementation you made is only for when facing the stairs. Nice video btw and thank you!
@spencershomaker8980
@spencershomaker8980 Год назад
Just use a box cast instead?
@milankiele2304
@milankiele2304 2 года назад
Hey, I've also been working on a character controller. I used a method where the collider flies above the ground, but your solution seems much better =) Thank you very much.
@michaelgrivas-allison8637
@michaelgrivas-allison8637 3 года назад
Thanks! I'd come up with a very similar solution but didn't get it to work as well. Watching what you've done helped me to persevere with it. :)
@kenny_pras
@kenny_pras 3 года назад
This is exactly what I need for my project... Thank you so much!!
@LexGear
@LexGear 2 года назад
Simple. Elegant. Genius.
@Haru-Sing
@Haru-Sing 2 года назад
This is a really good video, thanks to you, I learned a lot. I just want to have all the assets shown in the video.
@gnick96
@gnick96 4 года назад
Nice! I think it would be better if you multiplied your smoothstep by time.deltatime. this way you can think of your smoothstep with units that are a rate (meters per second). With out it you're making the time it takes to climb stairs frame dependent (meters per frame).
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
That is a very good point that completely slipped my mind, thanks for your comment, I am going to pin this so that others can see it as I highly recommend everyone does this
@flydrop8822
@flydrop8822 3 года назад
but isnt it inside fixed update?
@viledeg2569
@viledeg2569 3 года назад
@@flydrop8822 Time.deltaTime automatically switches to fixedDeltaTime if it's called in FixedUpdate.
@Sukhmnn_Preet
@Sukhmnn_Preet 9 месяцев назад
Thanks bro I have been struggling with this a lot
@FoxInFlame
@FoxInFlame Год назад
The explanation given for the upper raycast being longer than the lower one was that this will allow you to climb slopes. I'm confused by this. We are checking if we hit nothing, right? So it shouldn't matter for slopes if the upper ray is longer or the same, no? To me it seems like making the upper ray longer means you /won't/ be able to climb slight slopes, whereas if you make it equal, you can step up? Or maybe, is the upper raycast longer to disallow stepping/climbing tall walls that are slightly slanted away? If the ray is equal, you will step up since the upper one won't detect anything, but if the upper ray is longer, you won't be able to climb it. Not sure if I'm understanding this correctly.
@juampyvarela
@juampyvarela 3 года назад
shouldn't the 45° raycasts be done in an ELSE IF statement?
@sagnikroy5001
@sagnikroy5001 3 года назад
Hipity Hopity your code is now my property
@RealNekoGamer
@RealNekoGamer 3 года назад
Very glad to have found this solution! However, I've noticed when my character is right up against a change in elevation (be it a bump or a step), he doesn't move and step at all. I have to either jump and move forward, or back up and gain momentum.
@callofmontage_1574
@callofmontage_1574 3 года назад
Yeah it’s the same for me, i either have to go at a certain speed. And i also have a problem with stairs as my character climb them really slowly and he also slide from them.
@blueshieldgameproduction3573
@blueshieldgameproduction3573 3 года назад
I don't know if by now you fixed this problem or not, but i'm going to leave this here: i got the same problem you had and to solve it, i made the float value of the raycast rays highter and multiply the -stepSmooth by Time.deltaTime
@fonchitoelconejito8241
@fonchitoelconejito8241 2 года назад
It's been a long time since this comment, but I figured another solution. Instead of changing th "transform.position" value every frame, just make the "rigidBody.velocity" a fixed value on the Y axis, that way you don't get jerky movement if you're not going fast enough. private void Stepping() { Ray rayLower = new Ray(transform.position + Vector3.up * 0.05f, transform.forward); Ray rayUpper = new Ray(transform.position + Vector3.up * (human.height / 3), transform.forward); RaycastHit hitLower, hitUpper; float stepSmooth = 70f; if (Physics.Raycast(rayLower, out hitLower, human.width + 0.05f)) { if (!Physics.Raycast(rayUpper, out hitUpper, human.width + 0.2f)) { rigB.velocity = new Vector3(0, Time.fixedDeltaTime * stepSmooth, 0); } } } Also, "Time.fixedDeltaTime" ensures that the change will always be the same, independent of the frame rate. If your game's physics are running at 50 frames, then FixedDeltaTime would be 0.02, and the resulting Y velocity would be 1.4m/s, meaning you should go up quite quickly, but not too quick. You can always change this value to something more comfortable. Remember, for anything in FixedUpdate, use FixedDeltaTime.
@motumiN
@motumiN 2 года назад
@@fonchitoelconejito8241 what is "human"?
@belajarseru8207
@belajarseru8207 Год назад
@@motumiN should be the capsule collider I guess
@AstroViral
@AstroViral Год назад
For some reason my step ray upper drops below the step ray lower when I start the scene...
@lukegf0
@lukegf0 3 месяца назад
Thanks for this great video! I wonder if making the character a nav mesh agent might solve the problem of climbing stairs without any custom scripts. I've seen it work for NPCs, but I am not sure if it would work if you make a character with a Rigid Body a nav mesh agent. Just a thought.
@while.coyote
@while.coyote 4 месяца назад
I would use a sphere cast instead of a raycast for the cases where you have stairs with gaps between the steps.
@voidbreak4756
@voidbreak4756 Год назад
I know this is an old video, but why at 6:12 why do you use -= and -stepSmooth when you could remove the double negative by doing += and stepSmooth?
@LexGear
@LexGear 2 года назад
This is almost a perfect solution. I have a feeling this won't work in my case where the "steps" are single polygon (Paper thin).
@spencershomaker8980
@spencershomaker8980 Год назад
you could use a boxcast.
@Lia-ht5kn
@Lia-ht5kn 28 дней назад
can someone please post the full 'tutorial' script (not just the bit in the description bit)
@shivc03
@shivc03 Год назад
I am using this on a cube, but it only works when the cube collides with an object on the front and not on the side of the cube. Is there a fix?
@jasonblackford3678
@jasonblackford3678 3 года назад
Well done, I'll be using this shortly ;)
@captaintany4133
@captaintany4133 Год назад
Great video. Helped me a lot but when I climb down the stairs my capsule goes down fast and bounces down the stairs. What can I do to fix this ?
@rkgamesstudio6977
@rkgamesstudio6977 3 года назад
This video helped a lot
@viledeg2569
@viledeg2569 3 года назад
You could easily just set rigidbody.velocity.normalized as the direction of raycast. Just nullify the y value of velocity and you are good. This also makes sure that if you have some inertia, step offset will also work
@talismanskulls2857
@talismanskulls2857 2 года назад
how do you nullify exactly?
@spencershomaker8980
@spencershomaker8980 Год назад
@@talismanskulls2857 movedirection = rigidbody.velocity.normalized movedirection.y = 0 movedirection.Normalize()
@talismanskulls2857
@talismanskulls2857 Год назад
@@spencershomaker8980 Sorry for late reply. Not sure how I would enter that properly in the code line. Also been ill for a while so again sorry for the late reply.
@fire_ducc
@fire_ducc Год назад
thank you this really helped
@huseyinakkoc1062
@huseyinakkoc1062 Год назад
how do yo provide move with add force, velocity or moveposition ?
@PomboKad
@PomboKad 2 года назад
Very good tutorial, thank you for it!
@twobrackets
@twobrackets 2 года назад
For those who use slope system, the controller can be buggy. that's why it's good to use this little system here that checks if the angle of the lower radius is greater than or equal to 90 to apply the step climb. float lowerNormalAngle = Vector3.Angle(transform.up, hitLower.normal); if (hitLower.collider != null && lowerNormalAngle >= 90) { if (hitUpper.collider == null) { Rigidbody.position -= new Vector3(0f, -Preset.stepSmooth, 0f); } }
@mateusw.
@mateusw. День назад
Thanks, worked!
@ROUGETHEBAT456
@ROUGETHEBAT456 Год назад
Why do i do to fix characters running in place she gets stuck help
@alejob5325
@alejob5325 3 года назад
You saved me dude! Thank you so much!
@lolopupka
@lolopupka 3 года назад
Hey, thanks for the tutorial! But I have a question. What can I do if I use addForce to move player? cuz nothing works for me. Thanks
@seanss
@seanss 3 года назад
Have you also tried also sending a ray downwards for more percision in case there are any wierd gaps between the walls so that the player wouldn't wierdly jump around? Havent tried it, but it made sense in my mind lol
@castlecodersltd
@castlecodersltd 2 года назад
I enjoyed this. Thanks
@orvobx7909
@orvobx7909 2 года назад
i copied it directly and i dont have any errors...but its not working. It just still wont let me go up steps. The step height is high enough and the stepRay upper and lowers are in place both on the character and in the public script
@halivudestevez2
@halivudestevez2 Год назад
nice tutorial and clear! small thing: rigidbody.position -= -y can we change to rigidbody.position += +y ??
@spirit_top5
@spirit_top5 Год назад
Why it moves the upper ray under the character???
@ghua
@ghua 3 года назад
really good tutorial, thanks!
@Jack05Einson
@Jack05Einson 2 года назад
Im not sure if I’ve done it wrong but I put the code in the player movement script and it didn’t work. I tried to also make it its own script I changed different values and even tried copy pasting it straight from your website. Also my character is a capsule shape
@rex3544
@rex3544 3 года назад
Great tutorial.Keep going.
@NguyenNam-rq3ri
@NguyenNam-rq3ri 2 года назад
it no longer works well in 2022? I can't use it
@vinhlam1401
@vinhlam1401 2 года назад
can you share hold project unity has that code, i try follow your code but not work
@arthank1263
@arthank1263 2 года назад
I owe you. THANKS!
@a3dadventure79
@a3dadventure79 Год назад
thanks a lot! really helped!
@joseluisRueda
@joseluisRueda Год назад
great job , thank you for sharing 🙂
@igor3585
@igor3585 3 года назад
In my project it just glitches and either go very high or almost go on a step and when i move backwards on stairs i tp a bit higher every time
@jay22alco
@jay22alco 3 года назад
or create a cylinder that act as a trigger, check height and direction player is moving, if direction player is moving like diagonal is high enough to step in then set position. that should solve raycast not triggering like you want it it. Other way I did it was create a cone model, set the cone to 45 deg, height to how high I want my character can step up, add an empty child to my character, add rigidbody component, add mesh collider with my cone model as mesh, set convex, set the proper size, move the characters capsule collider a bit higher, and I can now move up steps without adding a single line of code. This is cause your character to slowly slide when their on the edge so adding physics properties or experimenting your own shape it allow the base of your character to slide up step. This will save you time figuring out different orientation and direction your character is going.
@pinestark
@pinestark 3 года назад
How would you do this in a 2D project? I'm having trouble getting this line of code to work: rigidBody.position -= new Vector3(0f, -stepSmooth * Time.deltaTime, 0f);
@RealNekoGamer
@RealNekoGamer 3 года назад
rigidBody.position -= new Vector2(0f, -stepSmooth * Time.deltaTime);
@pinestark
@pinestark 3 года назад
@@RealNekoGamer I've tried that, and many other things. The "Vector2" gives an error because of the "-=". and to get the Vector3 to work I tried, instead of rigidbody.position, transform.position and that seems to do the trick
@kirkshamrock9906
@kirkshamrock9906 Год назад
are the raycast gameobjects positioned at the feet? I don't think this was demonstrated
@panickal
@panickal Год назад
3:08
@kirkshamrock9906
@kirkshamrock9906 Год назад
@@panickal thanks!
@natoff2
@natoff2 8 месяцев назад
Thank you.
@kioka2
@kioka2 2 года назад
Thank you Sooooo much man :) Very good content
@Auberry126
@Auberry126 2 года назад
super useful tutorial! But what about when you stop moving on a set of stairs? My player bounces up and down on the spot and im not sure what to do for a work-around
@5-sf
@5-sf 2 года назад
You can make an additional if parameter so that it only moves the player if they are holding down a movement key.
@spencershomaker8980
@spencershomaker8980 Год назад
you could have the rays be the movement vector y nullified. they'd be 0units long if you were stationary.
@jugalshah8199
@jugalshah8199 3 года назад
It worked it worked thank you bro
@ipodmaurits
@ipodmaurits 3 года назад
Pretty cool. There's just one bug for me that started to come out of nowhere all of a sudden which started to drive me crazy. I discovered that it started working again if you disable the component and then enable it. Why this works or happens is a mystery to me...
@minkworks6143
@minkworks6143 2 года назад
Great video! Subscribed.
@moacireheloisa3437
@moacireheloisa3437 3 года назад
What collider are you using in stairs? Mesh or many box colliders?
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
The stairs are just using a simple Mesh collider
@joelkanna3563
@joelkanna3563 2 года назад
the angle doesn't work. Idk why. it doesn't register.
@meddjihed9108
@meddjihed9108 3 года назад
Thanks for the tutorial... Shouldn't rigidbody position be in the else statement of the second if? Because that what I had to do to make it work. I. E. If the upper Ray hits something then don't step-up, else { step-up / rigidbody. Position-=}.....
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
The second if statement that I use is a not if, I am inverting the condition with the "!" so the statement is actually checking if the condition is "not" true, this removes the need for an else statement
@NathoSteveo
@NathoSteveo 3 года назад
Very nice tutorial thank you :)
@dymetryius2865
@dymetryius2865 2 года назад
My player continues to auto-jump when standing on an edge.
@mktutorials3770
@mktutorials3770 3 года назад
Thank you! you gained a sub
@magdymaher9700
@magdymaher9700 3 года назад
thanks great tutorial
@commander9173
@commander9173 4 года назад
It worked for me thanks Bruh
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
Glad I could help
@commander9173
@commander9173 4 года назад
@@dawnscrowgames4485 bro can U help me with shooting like I cant set Guj in angle that it shoot in centre Crosshair
@info.matters
@info.matters 2 года назад
Thanks a lot brother
@munyunu
@munyunu 2 года назад
Does anyone know how to make this movement look natural on upward slopes?
@ata_gunay
@ata_gunay 3 года назад
what is the asset name did you use left side of the Game window
@sanjayrajasree791
@sanjayrajasree791 3 года назад
He is using pro builder
@VictoryOverAll
@VictoryOverAll 3 года назад
Looks like I'm not the only Welshman (I'm guessing by the accent) who's struggled with stairs! I'll have to give this solution a try, as my own solution became very convoluted, but the in-game result looks very similar to yours. I was trying to create a sort of "fake ramp movement" where I'd calculate the angle/direction from where the character is standing, to the point where they would be stepping up to, and then altered the players movement direction according to that. It involves a bazillion raycasts and lots of fudged maths, and I'm sure is massively inefficient. Maybe this simpler approach is what I need!
@panickal
@panickal Год назад
Doesn't seem to work sadly?
@vedantkadam2147
@vedantkadam2147 4 года назад
yo guys if anyone got a issue like the uppperchecks position changed use local position insted of position
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
I have a slightly updated script linked in the description that should be completely stand alone that can just be added to your character, if you are still having issues then it could be something wrong with the raycasts, to debug this I would have the raycasts be drawn both when they do AND don't hit anything, then when you run around you should be able to see and make sure that they are casting out in the direction and distance that you expect them too
@vedantkadam2147
@vedantkadam2147 4 года назад
@@dawnscrowgames4485 yo bro first of all i just want to say you are awesome and bro thanks you your tut helped me to get my head around rigid body... Enjoy take care and yeah thank you again
@brennenrocks
@brennenrocks 3 года назад
Is there a way to also allow for climbing the stairs backwards?
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
Yes, you could replicate this method having raycasts casting out the back of the character as well as the front meaning you would have 6 angles of cover rather than the 3 demonstrated in this video. Some ways of optimizing this could be to only activate the raycasts in the direction that you are trying to move so only when you are walking backwards will you cast our the back and only when you are walking forward will you cast out the front.
@brennenrocks
@brennenrocks 3 года назад
@@dawnscrowgames4485 how does your collider look? My dude still isn't want to move up the steps
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
@@brennenrocks The character in the video is using a simple capsule collider, this method isn't affected by the collider so shouldn't be the problem here.
@AlexDC93
@AlexDC93 3 года назад
You could also shoot the ray casts in the direction of movement and so it will work in any direction of facing.
@konstantin334
@konstantin334 4 года назад
Great Tutorial! Thanks! Could you please add github snippet of the controller or publicate it another way?
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
Yeah no problem buddy, I separated out the the parts from the tutorial into it's own script and have now linked to it on GitHub in the description. I will be sure to do this by default with any future tutorials I make. Thanks.
@konstantin334
@konstantin334 4 года назад
@@dawnscrowgames4485 Thanks for the script. But it also depends on your move and gravity handle implementation. I've already adopted it for my case. But it hadn't worked for me before, because I don't handle gravity by myself and useGravity is enabled for my Player object. Also I push player by addForce function. So it was little bit confusing how to force it to work in my case, without your implementations of move and gravity. It still interesting for me to see your full script) Sorry for my bad English.
@dawnscrowgames4485
@dawnscrowgames4485 4 года назад
The script added to the GitHub is a completely self contained script which has no dependency on any move/gravity, This script will work on any Rigidbody you add it to even with the Rigidbody default gravity turned on. The script raycasts into object and then moves the Rigidbody position up until the raycasts are no longer colliding with anything
@konstantin334
@konstantin334 4 года назад
@@dawnscrowgames4485 ah, maybe I did something wrong first time I type the code by the video:)
@konstantin334
@konstantin334 4 года назад
@@dawnscrowgames4485 Anyway it will be great if you make tutorials about another parts of your controller, because I still can't achive so smoothly and correctly working character controller as yours. Thanks for your previous answers.
@emmanuelpasqualecortez1982
@emmanuelpasqualecortez1982 3 года назад
in my project the lower raycast is still colliding on something fsr even though i'm not near anything
@emmanuelpasqualecortez1982
@emmanuelpasqualecortez1982 3 года назад
the upper raycast was getting set to global height not local. you're an idiot for commenting this
@emmanuelpasqualecortez1982
@emmanuelpasqualecortez1982 3 года назад
No, you're an idiot for commenting this because the raycast was hitting the player. Fixed this by adding a layer mask to the script so it ignores the player layer
@payday7006
@payday7006 3 года назад
@@emmanuelpasqualecortez1982 Can you share the script please ?I have the same problem
@opreaandrei4012
@opreaandrei4012 3 года назад
what are the stepRayUpper and stepRayLower game objects ?
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
The stepRayUpper and stepRayLower are just empty game objects that we have created so that we can position them where we want and have a visual representation in relation to the model, then are then simply taking the position of those empty game objects to be used in the code rather than setting direct position values. This makes it much easier to adjust the heights without needing to trial and error some random positional values in the code.
@opreaandrei4012
@opreaandrei4012 3 года назад
@@dawnscrowgames4485 thank you very much , i ll try now, hope it works .
@opreaandrei4012
@opreaandrei4012 3 года назад
@@dawnscrowgames4485 do i have to do other things ? i copied the script named it correctly , created the ''stepRay" objects, but it seems it does nothing .
@dawnscrowgames4485
@dawnscrowgames4485 3 года назад
@@opreaandrei4012 Have you also assigned them in the scripts inspector window
@opreaandrei4012
@opreaandrei4012 3 года назад
@@dawnscrowgames4485 yep
@TheKevinrhodes
@TheKevinrhodes 2 года назад
The git hub script looks nothing like the script on the video!!!!!!!!
@adamaze2920
@adamaze2920 3 года назад
do a tutorial on your TPC... thanks
@motty_dev
@motty_dev 2 года назад
it isnt work in the my online game
@behroozqasemi8578
@behroozqasemi8578 3 года назад
It's very useful for me thanks a lot, can u explain me how you handle gravity to this situation
@spencershomaker8980
@spencershomaker8980 Год назад
normally?
@stefanogrillo6040
@stefanogrillo6040 2 года назад
bravo. moar videos pls.
@VerityD2
@VerityD2 27 дней назад
sadly this does not work
@RevaeRavus
@RevaeRavus 2 года назад
abjects
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