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[RELEASED] Complete Physics Platformer Kit

Discussion in 'Assets and Asset Store' started by Greg Sergeant, Oct 2, 2013.

  1. DanielSnd

    DanielSnd

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    I finally started making a game with this kit :D it's so awesome!

    Simple Player Melee Attack

    My game is going to be more of an Action Platformer, so first thing I did was making a punching script.



    The punching script is it's own separated component, that talks to the other components, so you can just drop it on your character, add the 2 punch animations and have your character be punching his merry way out of some stuff XD

    You would just need to add 2 animations to layer 1 (Arms):


    And make a GameObject with a Trigger just like the grabbox (DO NOT USE THE GRAB BOX, OR IT'LL BE DISABLED WHEN NOT PUNCHING), but covering the area you want your attack to cover. If you don't make one, the script will make one for you. To punch press Z

    You can get the script and try it out here: http://pastebin.com/dWjAQBjW

    If you don't want to make animations just to try it out, you can try this one, that uses the Arms Throw animations already in the character, he'll be double KarateChopping everything XD: http://pastebin.com/SJmtK68B

    So yeah, I hope this helps someone out there \o

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  2. Mad_Fox

    Mad_Fox

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    Thanks man! really appreciate! (im looking forward to a proper walk state, and a run button)

    btw, super detailed code! thats nice!
     
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  3. DanielSnd

    DanielSnd

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    It's nice to see appreciation :D So nice I'll share more!

    Simple Player Projectile Shooter

    I did a quick ranged attack now ^^



    This time it's 2 components, one for the player and one for the Projectile.

    Put this into the player: http://pastebin.com/gMkFNBVp
    You can add a prefab of a projectile for it to use, a transform for it to spawn the projectile from, a cooldown value so the player can't spam a billion projectiles a second, and how much time it should wait after animation starts before spawning the projectile.
    But if you just drop the component there it'll still work, it'll make a projectile object for you (As long as you have ScriptProjectile in your project somewhere) and pick a spawn position in front of your player.

    The other one is the projectile component... http://pastebin.com/mj32fr61
    If you didn't bother adding a projectile prefab to the player component, you can just drop this into your project with the name ScriptProjectile and it should work just fine. But if you want to create your own projectile prefab, you need to add to the gameobject: A Rigid Body with isKinematic turned on and useGravity turned off. A Collider with isTrigger turned on. And this script, of course.
    You can set speed, damage, push value, and self destruct value (So it doesn't go on forever if it doesn't hit anything... you can lower the self destruct time value if you want to limit the range as well.)

    I'm using the ArmsThrow animation so should work out of the box, you can change it in the PlayerRanged component to whatever animation you want :D To Throw Projectiles press X

    So yeah, this should work and be easy to implement :D

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 22, 2014
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  4. outtoplay

    outtoplay

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    Hey.. This is some really...really useful and awesome stuff. Appreciation is the least you can expect, and thanks. Digital beers are in order!

    Thanks Daniel.:cool:
     
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  5. DanielSnd

    DanielSnd

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    Hahahahha I guess ^^ but it's nice to see appreciation anyways! Thanks :D

    Double Jump Enabler

    This one is a really simple one, Double Jump.

    I could have or maybe should have done it in the Player Move, but I kinda wanted to keep this things in separated components for 2 reasons:
    1. Easier to share over here, people can just pick the component and add it to the player and it just works.
    2. If Greg releases an update I can update the package and still have my double jump and all my other modifications :D So it's a Win/Win.
    The only problem is this might not be as optimized as doing it directly on the player move =x but I don't know, I'm not really a programmer so I don't understand much about that, I'm more of an artist XD So far it's running well.



    So yeah, Double Jump Enabler Component! http://pastebin.com/yyK0B6ry

    Basically just drop it on the player and it's ready to go
    . There's a bool there in which you can control if you want the double jump to be able to be performed at any time or only if it hasn't reached the highest jump point yet (I remember reading somewhere that the double jump should only be possible before reaching highest point, so I left a bool there to control that).

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  6. DanielSnd

    DanielSnd

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    Simple Enemy Projectile Shooter

    Ok, this is a quick one too, I just adapted the Player Projectile script for the enemy AI so the enemy can go all evil shooting everything.

    To know if I do have a player to shoot at, since I didn't have access to private functions of seeing, I'm checking on CharacterMotor if I'm moving, so as long as he is moving towards the player he'll be shooting respecting the cooldown variable.

    I did have to update the ScriptProjectile a little bit to know if the owner of the projectile was an enemy or not. So it can indeed hit the player.



    So, this is the new ScriptProjectile: http://pastebin.com/aA2prds9
    If you're using the previous one you should replace that one with this one.

    And this is the EnemyProjectileShooter: http://pastebin.com/rqa23sVY
    Just drop it on the Enemy, you can set it up just as you set up the Player one, or not set up at all, it should still work.
     
    Last edited: Jun 27, 2014
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  7. tequyla

    tequyla

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    woot !

    +++
     
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  8. Mordekai

    Mordekai

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    Nice! Thanks for making these.

    M.
     
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  9. DanielSnd

    DanielSnd

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    Wall Jump

    Got some problems with this one, it kinda works, but not really. I tried to follow what Besus explained but I don't think there's a way for me to limit the Y Velocity without actually editing the PlayerMove/CharacterMotor script (ie: from an external component like my other mods have been).

    So I didn't. And I tried to do the wall jump anyway. Didn't work as well as I wanted (Maybe bacuse it's 4am and I can't think anymore ><;), and only works on the X Axis, but basically you drop the component on the player, create a new tag for wall, and make the walls have that tag.



    You can get it here: http://pastebin.com/ci3YW1mY





    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  10. tequyla

    tequyla

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  11. cg_destro

    cg_destro

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    wow Daniel great additions, good work :)
     
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  12. Mad_Fox

    Mad_Fox

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    Thanks Daniel, those scripts are really really useful.
     
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  13. outtoplay

    outtoplay

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    Daniel.....Danno....the Dan-in-ator. Crushing it for the home team. Props and respect.
     
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  14. DanielSnd

    DanielSnd

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    Thanks guys ^^ Love to know people are enjoying the scripts, glad to help!

    Unstable Platforms

    This one is a cool extra platforming challenge... It's all well when we can trust our platform to hold us... but what if our platform disappears after we touch it? Or what if it keeps disappearing and coming back after a while? You can do both with this script ^^ If you want it to only disappear on player touch keep PlayerIndependent turned Off and it'll wait for player contact before disappearing.



    Get it here: http://pastebin.com/ENwnteCT

    Basically just drop it on any mesh with a renderer and a collider and it'll work. There are some floats you can use to control how fast it blinks on the inspector and how fast it comes back, and the bool to check if you want it to stop the player to interact with it or just keep disappearing independently
     
    Last edited: Jun 21, 2014
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  15. DanielSnd

    DanielSnd

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    Hazard Helper
    (Trigger to move hazards in Y and back)

    Using a lot of the same script, I made a Hazard Helper that can trigger hazards (Think like spike traps that go out of the ground and back into the ground when you pass by, or maybe they just keep on going up and down independently of you passing by or not, and you have to time your passing!)



    (The one on the right doesn't care about the player, he just wants to go up and down all happy, the one on the left waits for the player to walk by)



    Get it here: http://pastebin.com/4x3cFTE8

    You just have to put this in a gameobject with a trigger, drop your Hazard in the MyHazard field (it takes a GameObject), and the desired Y position you want when it's triggered. There are other options about speed and how long you want to wait until it goes back down or goes up, or go up independently of player interaction and stuff like that, but I believe you can figure that out, just play around with the numbers xD. Position the Hazard where you want it to start (bellow the ground I guess?)

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  16. m1735

    m1735

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    Thanks, Daniel, very useful stuff.
     
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  17. DanielSnd

    DanielSnd

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    Simple Cutscene Creator

    This one is really simple. It's a simple cutscene creator, it'll receive 2 targets (Transforms), once the player enters it's trigger it'll take control of the CameraFollow, feed those targets to it in order (You can control the target, the target offset, the speed it goes to each, and how long it stays on each) then it gets back to the original values following the player.





    Get it here: http://pastebin.com/82aD4KAB


    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  18. DanielSnd

    DanielSnd

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    Camera Changer Trigger

    Another quickie, Since I already had most of the code done on the Cinematic code, I changed it a bit to just pick a target for the camera and leave it there... I know some games use the camera like that so I thought could help someone maybe... If you want to give the camera back to the player tick the bool "Target is Player" and he'll pick the player that triggered it instead of the target.



    Get it here: http://pastebin.com/SPU02Gk8

    Create an empty game object with a trigger, add the target to the target field and it should work. If you want it to follow the player again remember to tick the bool TARGET IS PLAYER.
     
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  19. DanielSnd

    DanielSnd

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    Constant Rotation Script

    This one is so simple it's kind of stupid... But it's still interesting so I'll post it here anyway xD I want to have some hazards that will be in constant rotation on my game, so you have to time your passing not to get hurt, so I made this little script to do just that.



    Get it here: http://pastebin.com/QvUgwSVt

    Another thing I'll do with this is add it to Static Enemy Shooters (Think of a rotating Projectile Shooter floating on the scene D: that should be hard to pass by!)
     
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  20. serkanos

    serkanos

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    Very thanks Daniel. Your scripts awesome!..

    I have problem about box carrying. Hands no ik ,So I dont know how do make ik hands and how I link to head or hands to the box. Here's the link below
     
  21. DanielSnd

    DanielSnd

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    Try changing the "GAP" value on the Throwing script until you're happy with it:



    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    Ladder Climbing

    Ok, so maybe it's not the most elegant solution for ladder climbing... but oh well... it works xD





    Get it here: http://pastebin.com/DLe0VrBf

    For the animation, on the script it triggers a bool on the animator called Climbing, so create that bool and use it to transition to whatever you want, probably something like Arms Pushing on the arms-only layer would work well.

    [Edited aftwards: After I finished posting this, I got up from my chair, went to the fridge to grab some water and when I came back there were 158 views on Pastebin... lol, I guess people REALLY WANTED a Ladder XD]

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
    Last edited: Jun 21, 2014
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  22. parnell

    parnell

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    Dan this is incredible work!!! So excited to play with these new scripts. With the shooting and punching scripts I noticed my ability to pick up boxes is no longer working. Is there something I'm doing wrong? Currently, picking up a box was set to right click on the mouse in my game and punching/shooting set to the default script settings. I use the 'grab box' for punching, shooting, and grabbing. Any help would be appreciated.
    Thanks again for all your hard work. Anything else you are planning?
    Have a great weekend!!
    B
     
  23. serkanos

    serkanos

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  24. DanielSnd

    DanielSnd

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    No!!! Don't use the Grab box for punching! D: The punching script keeps the punching hit box disabled to not conflict with the grab box! You should create a new one for the punching, or just leave it empty and the punching script will create one for you on runtime.
    Right now the punching script is turning your grab box off because you told him it's a punch hit box ><;

    Added a Red text on the original script post warning people not to use the grab box D:

    Well, I'm planning:

    - Rope swinging/jumping
    - Trigger trap that spawns a projectile when you pass it. (Like a dart trap on old indiana jones movies)
    - Bomb projectile, Spherical rigid body that goes BOOM after a while and damages a radius around it. It'd be nice to have one of that's pickable and throwable.
    - Punch Down! when on air you can press a button to throw yourself down fast and slam the ground causing extra damage and maybe breaking special tagged things (To open secret areas on the level maybe :D)
    - New Projectile Shooting "Enemy" that is more generic and can be used for both Enemy AI and hazards, This new one will have it's own sightseeing radius so it'll be able to either "Detect" a player and shoot directly at it, or keep shooting constantly. I want to use this one for all the projectile types of enemies, so both inanimate hazards that keep shooting things at a set direction, inanimate enemies that keep shooting things looking at us, bomb shooting enemies, following enemies, any kind of enemy that might want to shoot something, this script will be doing it in my game.

    And I think that's all I got on my list right now.

    (No Serkanos, I don't have a need for a Mario-like block, and I don't know what you would want to happen when you hit it, so I don't think i could make something generic enough for any use)

    But right now I'm bored with all the coding, I'm an artist and besides my character (He's looking nice, isn't he? :D ) my game looks pretty boring right now, so I'm going to stop coding and do some more art *_* tomorrow going to get some of the environment done, going to use Tidy Tile Mapper to do my level design :D that should speed things up (My game will be sidescroller, despite most of the example gifs I posted being 3D xD)
     
    Last edited: Jun 21, 2014
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  25. jerotas

    jerotas

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    Awesome work Dan! Here's one of my own, a simple script to toggle any number of platforms on or off (pause them) on trigger enter (make sure to add a trigger and collider to whatever object you use this one). Pretty cool, usable and simple script. Actually it works to toggle pause on anything with a "Move To Points" script.

    Enjoy and if you want to support us, please buy Master Audio and/or Core GameKit plugins (in my signature). I don't have time to make a separate plugin for Physics Platformer mods. There will be more mods coming whenever I get time (not any time soon).
     

    Attached Files:

  26. DanielSnd

    DanielSnd

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    Awesome! Hopefully more people will also be posting useful scripts ^^

    I bought the Core GameKit a long time ago before when it wasn't called Core GameKit xD (December 03, 2013) but so far I haven't even imported it to a project. I think I'll use it on my next project it's kind of a space sidescroller shooter like the examples, so should help a lot :D
     
  27. jerotas

    jerotas

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    Actually, between Core GameKit and Physics Platformer, tons of features are handled automatically with zero coding. Pretty great combo!
     
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  28. DanielSnd

    DanielSnd

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    Please tell me more! :D No really, please do! Add me on skype maybe if you have some time? XD I'd love to hear more about that, since I own both and I'd love to put those to work together xD
     
    Last edited: Jun 21, 2014
  29. jerotas

    jerotas

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    You're added on Skype. We'll talk soon.
     
  30. DanielSnd

    DanielSnd

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  31. serkanos

    serkanos

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    I want to add enemy damage animation. Which script, which code I couldnt find :(
     
  32. DanielSnd

    DanielSnd

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    If you mean you want to add an animation when the enemy attacks you...


    But if you want to add an animation when the enemy gets attacked by you, it's more complicated XD
     
  33. serkanos

    serkanos

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    yeah, enemy gets attacked by me :)
     
  34. DanielSnd

    DanielSnd

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    Find this part on EnemyAI.cs (Lines 112,113):
    Code (csharp):
    1.  
    2. if(playerMove)
    3.         {
    4.  
    Add afterwards:

    Code (csharp):
    1.  
    2. animatorController.Play("HurtAnimation");
    3.  
    On the Mecanim Controller create a new animation called HurtAnimation and make a transition back to idle with the default condition (Exit Time)

    that way it will play the animation when the player BOUNCES ON THEM if you want him to play it from my Attack or Projectile components, you would need a different solution.
     
  35. DanielSnd

    DanielSnd

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    Finished making the modular assets to start the environment *_* Now I can start painting my levels!




    (Tidy Tile Mapper helps A LOT xD)
     
  36. serkanos

    serkanos

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    Ok Dan very thnks :)
     
  37. DanielSnd

    DanielSnd

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    One way Platforms

    This is a cool one for sidescrollers :D I forgot I wanted this feature until I actually started making levels for my game.

    Not sure if this is the best way to implement it, but it seemed to work for me...



    Get it here: http://pastebin.com/FDCN6SQR

    Setting it up:





    And of course, set your platforms that you want jumpable to be the Layer you specified for them.

    Oh, and if you feel I've been terribly helpful to you and you really enjoyed these components, please consider supporting me on Patreon ^^ http://www.patreon.com/danielsnd I create 3D Game Art video tutorials and I'm always sharing useful knowledge/extra assets with my patrons.
     
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  38. DanielSnd

    DanielSnd

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    No script for this one... just showing off how punching is looking like on the game right now xD it feels so good to punch stuff on it!

    I implemented the Core Game Kit from Brian (It make some stuff so easy! I'm not using Health/attack from Greg anymore, letting Core Game Kit handle it with killables ^^ I'm still using the DealDamage to give me cool physics reactions to attacks though :D Particles are all being spawned and pooled also by the Core Game Kit.

    To make the punching feel/look better I added more particles, also improved the animations, and now I'm using this script to shake the screen (shake a little bit when my punch hits nothing, A LOT when my punch hits something): https://gist.github.com/ftvs/5822103

    I'm also freezing the screen for 4 frames on impact, it's almost impossible to notice but adds to the feeling of impact.
     
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  39. Besus

    Besus

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    Props to Daniel for all of the awesome utility that he has shared for this kit! He has inspired me to experiment with using his punching functionality to create a ground pound-type move which destroys not only regular boxes, but also tougher ground-pound only boxes. :)

    On a similar front, I have created my first video development blog sharing some of the features and functionality that I have added to this kit (including an explosive box/bomb):

     
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  40. DanielSnd

    DanielSnd

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    That's awesome ^^ I'll definetly want to play this game when it comes out!
     
  41. sirius_002

    sirius_002

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    It definitely looks better 2.5d when punching, good stuff. And thanks to you for sharing these scripts on here.
     
  42. meom

    meom

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    I don't know if this forum is still monitored by the developer but I'm using PPK in a 2D/2.5D game and have a player rotation question. My player is 2d animated and looks fine if I set the Rotate Speed and Air Rotate Speed to 0 (if I turn Rotate on, it's all wonky). However, this limits what I can do, for instance the above posted wall jump script won't work with rotation speed turned off in the Player Move. I've tried a few things but I just don't know enough to figure it out. Does anyone have any ideas, or if know if what I want is possible.
     
  43. DanielSnd

    DanielSnd

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    my code is using the rotation to:
    1. Rotate towards the wall when jumping near it.
    2. If trying to do wall jump rotate away from the wall and jump forward.

    You'd have to change that code so when you click the wall jump it instead jumps the way you want to based on however your rotation is happening at the moment? I don't know, D:
     
  44. meom

    meom

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    Daniel, thanks for taking the time to answer my post. My issue is more one of that I have to have rotation turned off as it is implemented in the PPK Player. Because my player is a 2D, not 3D, the rotation as it is, is unusable. My question is more on modifying the PlayerMove module so that I can somehow work around this issue and I was wondering if anyone else had encountered this.
     
  45. Besus

    Besus

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    To work around making a 2D wall jump, you could perform a RayCast to the Vector3.left/right of the sprite to detect the wall and upon performing the jump (while stuck to the wall), flip the sprite and apply the jump force.

    The Advanced 2.5D Platforming Kit on the asset store has a great implementation of this.
     
  46. DanielSnd

    DanielSnd

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    Made some enemies :D the deadline for the contest I'm making this game for is monday night D: I got less than 30 hours, and still no levels dones ><; but at least with the enemies I got pretty much all the coding functionality I needed done for a simple game... I'll try to use those 30 hours to make some interesting levels D:
     
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  47. cg_destro

    cg_destro

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    great DanielSnd ! looking very good :) Thanks to you I will probably try to do platformer game as well or maybe more like concept than full game :) you made it look so simple to do :) It's not but if doesn't meter it this get me going far enought to take it to the end :p
     
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  48. Krinn_

    Krinn_

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    Awesome work Daniel! You really inspired me. Thanks for the scripts by the way!
     
  49. serkanos

    serkanos

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    Hi guys. I have some problems. I made moving platform. Charater jumping on platform but he is continuous running. I am pressing move button a little.He is not stop. Sorry my english poor :)



     
  50. serkanos

    serkanos

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    I didnt need I solved :) İts mecanim variable must be distance to target 0.01. But I couldnt solve moving problem sliding problem. Because he is sliding on moving platform.