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Emulating 3rd person movement/collision from example games

Discussion in 'Physics' started by kavs, Dec 22, 2014.

  1. kavs

    kavs

    Joined:
    Jun 29, 2012
    Posts:
    25
    Hey!

    I'd like to start working on a new project, and after messing around with Unity physics a bit I'm trying to figure out the best approach for the movement and collision model. Any advice from the experts here on which I should use is greatly appreciated before I burn too many cycles experimenting.

    The game is full 3D with a fixed overhead camera. The player is controlled with a gamepad and needs to react to simple collision detection with the environment and other dynamic characters. Elevation changes would be a nice to have, as would online co-op.

    Here are some examples of similar systems:
    (Animal Crossing)
    (Fantasy Life)
    (Spiral Knights)

    My question:
    What system should I be using for character movement and collision, assuming gamepad input? Applying physics forces? Direct vector translation on x/y/z? I'm worried that forces might feel sluggish and not give direct control that you'd expect out of systems shown above, but I know that vector math I've used in previous 2D games isn't going to easily cut it either.

    Assuming I use Unity 3D, what approach should I take given the example videos above? Tutorials or documentation appreciated!

    Thank you for your help!
     
  2. Uberpete

    Uberpete

    Joined:
    Jan 16, 2014
    Posts:
    78
    The physics system in Unity is pretty well equipped. You can easily overcome "sluggish" movement if you code your movement script well. Direct translation would be a lot harder to use as players can end up walking through things but once again, if coded well, would be equally as effective as forces.