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(+1)

Hey, thanks for giving it a try and leaving feedback!


Slopes have been the bane of my existence. I've been slowly making changes here and there to handle cases like that, but I've still got some weird inconsistencies like that.

The keyboard layout is divisive! I plan to implement live remapping, and an alternate keyboard layout that switches the hands, but the current layout was made so that the widest variety of keyboards could use it (laptops often have tiny or no arrow keys, no numpads is a common thing, and Mac keyboard layouts are missing some common keys you might use on windows...)

The game is made for controller first, but I've put alot of work into making keyboard controls just as good, since most people play testing tend to use keyboard.

(1 edit) (+2)

before I swapped over to a kinematic character controller i worked on a custom character controller for about 8 months.. Slopes also worked me over real good.. In the end the best solution I found was also probably the most straightforward..

    private void ApplyGravity() // before Move()
    {       
         if (myCC.isGrounded && generatedGravity < playerSettings.desiredGravity)
         {
         generatedGravity = playerSettings.desiredGravity;
         }
         generatedGravity += playerSettings.desiredGravity * Time.deltaTime;
    }

Can't say It'd be even useful for you but I figured why not offer..
I constantly apply my own gravity ( generatedGravity ) at all times. And before that if the player is grounded I set it to a constant value..

This seemed to work out well for me after playing with the values to get something that glided down and up the ramps smoothly.

Then of course, this doesn't affect my jumping as I cancel out my Y velocity before I do..

Funny enough, I'm also using a kinematic rigidbody character controller, with raycast based collision detection and psuedo-physics