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Dusk speed run: what am I seeing???

Discussion in 'General Discussion' started by Not_Sure, May 18, 2021.

  1. Not_Sure

    Not_Sure

    Joined:
    Dec 13, 2011
    Posts:
    3,546
    Got curious and looked up Dusk speed run.

    was shocked by the results.



    I’m assuming they were using continuous on the rigidbody on the player controller, had movement walls encasing the areas, and the crossbow was apply force to rigidbody.

    How are they clipping through the barriers???

    I’m assuming that the continuous feature on rigidbody does pre-emptive capsule cast checks to see if there’s an issue, but they waltz right through it.

    What am I missing here?

    Even the devs are at a loss for what the speed runner is doing.
     
  2. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,571
    That might not be the case.

    The technique heavily resembles Quake 3 style bunnyhop speedup and trick jumping in general.


    It is highly likely that the dev heavily tweaked the controller to replicate it and messed up, in a sence that velocity vector doesn't fully die out when the player is blocked by an enemy.

    Regarding clipping through the map, in the places where the speedrunner jumped up there often isn't any ceiling.
     
  3. Not_Sure

    Not_Sure

    Joined:
    Dec 13, 2011
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    3,546
    Oh, I know it’s bunny hoping (and strafe jumping, since he deliberately did not normalized the movement input).

    I was just talking about the clipping through the ceiling.

    I find it hard to believe that a dev that talented completely neglected to put in a ceiling, but you may be right.