
Solo project
WHY?
I wanted to keep myself occupied during periods of downtime, all the while creating something that my son and I may eventually have fun playing in the future.
Tiny Treasures
Puzzle-Adventure / Unity / Ongoing
CHARACTER CONTROLLER






Sam McQuack moving around the world.
Inherited velocity and rotation
One of the first issues that one can encounter with a floating controller is that since the body doesn't actually touch the surfaces on which they float, they do not respond to the forces that would be logically inherited from moving platforms for example.
I had to develop a means of inheriting velocity and rotation from such moving platforms, which would additionally be able to be used at various framerates and not restrict character movement.
While parenting the character to the platform seemed like a viable solution, Unity doesn't appreciate moving parented rigidbodies, and many issues arose from trying to do so.
Thus inherited velocities seemed like a no-brainer, however I also had to develop the means of updating the character's position based on the rotation of rotating platforms so that they found themselves in the correct position after rotation.
Floating controller
I wanted character movement to feel snappy and responsive, as well as allowing players to evolve through the world freely. I also wanted the character to have physical interactions with the physics-based objects of the world, but have control over the movement inherited by collisions.
I opted for a floating controller that would allow me not only to do this, but also bring a certain bounciness to the character that evokes a child's movement and clumsiness. Not only that, but it would allow me to easily deal with slopes and staircases.



The character benefiting from inherited velocity and platform rotation.

