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(+2)

No matrix multiplication, but there is a bit of magic. I originally just applied rotation to the floor to get the ball to roll. but I felt that Unity's physics were just a bit too janky. The ball never really felt good. Also, it was completely broken if you moved the platform too fast. My solution to this was to fake the whole thing. The floor doesn't move at all and a force is being applied to the ball with a strength dependent on how far you moved your mouse. Then I just simply tilt everything else so it looks like the floor is what's moving. The holes are also fake. It's really hard to cut holes in a mesh, especially if I want to adjust where the holes are all the time for balance purposes. My solution was to use a shader for the holes and a trigger collider. The ball plays an animation of it falling in when the trigger is entered. Anyways, thanks for playing!

(+1)

yo, das clever