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90 deegre turn method with characther controller

Discussion in 'General Discussion' started by Xwad, Oct 14, 2022.

  1. Xwad

    Xwad

    Joined:
    May 14, 2020
    Posts:
    41
    I have a character controller (without using root motion) and i want to add a 90 deegre turn function. I have the turning animations and the script coded well.

    My question is:
    Can i use root motion for that single turning animation only? or should i do the rotation controlled by the script (in this case the turning animation will not look that good, and that is what i want to avoid) ?
     
  2. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,853
    It's a bool. Turn it off and on.
     
  3. Xwad

    Xwad

    Joined:
    May 14, 2020
    Posts:
    41
    Yeah but my question is actually: Isn't it a bad way to enable disable root motion in runtime? I am making a massive open world multiplayer game.
     
  4. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,569
    No.

    Massive multiplayer games normally would not be using root motion in the first place. They'd stick with capsule-movement. Because root motion is unpredictable and is animation dependent, while capsule movement is predictable. So capsule movement is a better choice in a situation where a lag may be involved.
     
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