Комментарии:
HAWLLOW KNIFT?
ОтветитьGreat video, it's covers a lot, very nice! I do have a small issue though, where the player can jump infinitely. I'm trying to look through the code to see where the "double jump" is set so I can fix it so that I only jump 1-2 times, but I'm having a hard time. Can you help?
ОтветитьYou do a great job at explaining things. If you could show some specifics of unity (such as showing the difference both visually and from the different cose value attached to it) think that will add more depth and understanding for the viewer.
Subbed. Keep up the good work 👍
incredible video, I find myself coming back to it many times!
just wanted to ask how does the player data script work? is it a separate script referenced in the player controller with all the variables set to public?
Anyone managed to implement this script into their own game? My player's x and y velocity keeps changing for some reason even though im not moving
ОтветитьThanks! I didn't know about the cayote time thing. Got that taken care of in a few minutes.
ОтветитьMan great video but I feel like half frustrated? Sometimes things are said with code snippets and sometimes without. Like give me all or nothing man
ОтветитьMan! Incredible research!
Ответитьxin code
ОтветитьNice video. I tried your code. Most of it works great, but I found a pretty major bug.
1) If ground hitbox doesn't cover whole player, you can be stuck jumpless on edges.
2) If ground hitbox is wider to cover floor, then you can clip into walls => normal jump on walls.
My solution was to make the ground hitbox wide, and make sure you are grounded for at least 3 physics frames in a row before attempting any normal jump. This way the physics engine has time to eject you from a wall.
Deets: I make a private int continuousGroundedFrames. In FixedUpdate, if grounded, continuousGroundedFrames++. In Update, only give coyote time if you've been grounded for 3 physics frames continuously. When jumping, set continuousGroundedFrames to 0. To walljump condition, add "and not grounded" to prevent jumpbuffer from giving walljumps on floor.
I know it's been a while, but I hope this helps. Cheers.
Incredible video 🙏🙏🙏
ОтветитьThis video series was super helpful in making my group project for school feel a 1000 times better! The logic for accel and deccel is genius, and making the gravity scale higher only when falling made a huge impact. Thanks!
ОтветитьThank you for these videos. You are awesome, man.
ОтветитьAll of your videos are amazing, and I appreciate your work as well as the fact that it's free. However, I wanted to ask something. When adding your double jump code to your given Player Movement script, I got four compiler errors all relating to the same thing; the variables weren't given any definition / they don't exist. I assume there's is an easy fix but since I'm pretty new to game making, I don't know what to do. Can you help me on this one? Much appreciated @DawnosaurDev
ОтветитьHello, i don't know how to implement player animations in this script. Can you say where i put the animator variables, how to check if player is moving and etc?
Ответитьawesome video, thanks
ОтветитьDo you plan to make a video about moving platforms?
ОтветитьYour videos helped me so much, this is a smack to the face to all the people saying that you cannot build a nice platformer controller with built-in physics, this is excellent.
PS: did you manage to get slopes working right too?
Quick and easy to grasp the ideas without getting bogged down with code. Great vid!
ОтветитьI'd be really interested in a Udemy course or something, where you actually set up a player controller from start to finish. I'm very new to Unity and a lot of things throw me off as a I try and follow along bit by bit here. I don't really want to just paste code I don't understand and copy your file wholesale, though. I got into Unity following a Metroidvania course by, I think their channel is GamesPlusJames? The movement controller for that was very simple and I'm seeking physics and movement more similar to a game like Rain World and by far youre the most in-depth out there but maybe too capable and experienced for a beginner to follow. Things like Data.gravityscale simply don't work in my Unity and I assume it is because you're referencing a separate data file, but I'm unfamiliar with setting that kind of thing up when plugging into my game. A full in-depth tutorial might be time costly, but I'd certainly be willing to pay for a full understanding of how you would set up the platformer start-to-finish and to understand all of the code, not just snippets.
ОтветитьMy jump doesn't work for some reason. The key detection works but the jump function doesn't seem to be called when I press the button. I triple checked to make sure my code was exactly the same and I am just confused as to how this is happening.
ОтветитьI appreciate your code comments so much thank you! They are so helpful! Awesome job on the code and the video!
ОтветитьThanks for sharing! Amazing!
Ответитьquestion, i might've missed this when watching the video, but what is the code format for the script you shown in the video?
python or C#???
Can someone help me? I downloaded the scripts and imported it to my scene and i copied the celeste example to see how it feels and to change it from that, but my character doesn't move or fall or anything. How can i fix it?
Update: My player now moves but it falls over everytime and i cant jump before falling over
One thing I've noticed is when you have a double jump and jump buffer, you could end up using a double jump instead of a jump buffer. Once you're airborne you'll try to double jump but can't since you technically already used it.
ОтветитьThis is crazy good. Very meticulously analyzed and applied, with expertly clear explanation!
ОтветитьYo this video is great!! There's so many good info
ОтветитьHi Dawn thank you so much for the code and tutorial very informative!
Is there any chance you could show/tell where in the code to switch animation parameters set up in the animator? I think a simple idle, run, jump and fall would do a lot of people wonders.
In my case I have an idle and jump parameter setup correctly but am having problems getting a "running" boolean to turn to true while on ground. (Strangely it seems to work after a jump though).
Regardless thank you so much for the hard work you clearly put into this
Very informative!
ОтветитьThe hades ost in the background is so fun lol
You made this video very well, it's clear and fun to watch!
Wow this is an incredibly impressive and useful work! Just when I was about to abandon making a decent wall jump for my first game. Thanks a lot! Subbed and eager to watch all of your other videos, you really made my day! :)
ОтветитьJust something I've been thinking about, is it common to see games use an equivalent of coyote time and jump buffering for wall jumps? I'm thinking of something like a situation where you bounce off of two closely spaced walls to scale a narrow passage. Coyote time seems like it would give the player a short grace period if they fall off the wall to make the jump to the opposite wall. Buffering doesn't seem like it would be as useful because I can't recall any games where you'd get penalized for hitting the jump button too early in that situation, but it still might come up.
Ответитьcan you do soundtrack next?
Ответитьreally underrated content, glad i found this rare gem :)
Ответитьuses old input manager, trash /s
tried the demo but i found you could jump in the Super Meat Boy by pressing jump before landing, however, if i released the button before landing as well, i would get a full jump, and a rewrite using the new input system would be better
great tutorial!
ОтветитьGreat Video!
Ответитьyou have video of dash in games?
Ответитьi've watch the first video of the series, and it greatly helped me understand how physics in unity works (and that i don't need kinematics physics to achieve a great player movement) I wanted to point out that your analysis are great, you know what you are talking about. I want to give you kudos for the wall jump approach. every time i want to make a walljump in a game i fall in a great depression cause it is so frustrating to get it right... i always choose to disable horizontal movement when doing a wall jump, never thought of just tweaking the player horizontal input speed. thanks for sharing all of these. every tips you give gets me more motivation to actually finish my celeste rip off! it sounds stupid, but great and smooth controls comes with lots of easy and small tweaks, and you pointed out a lot of them in your series. Thanks again Dawnosaur! i should have sub way earlier. wish you success in all your project!
ОтветитьMore videos like this and the channel will boom I promise.
ОтветитьThis video was exactly what I was looking for, thank you!!
ОтветитьIt’s incredible the amount of techniques used to make a platformer fun to control, awesome video ! Adding the code examples was a great idea as well!
Ответить