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[RELEASED] Platformer Project (3D platformer template)

Discussion in 'Assets and Asset Store' started by PlayerTwoPublisher, Dec 27, 2021.

  1. PlayerTwoPublisher

    PlayerTwoPublisher

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    The Platformer Project is a template for 3D platform games.

    The main focus of this asset is to provide core mechanics like jumping (with wall jumping), climbing, and swimming. The Player is also capable of collecting items and handling moving platformers. You can move the character using the keyboard, a gamepad, or the virtual gamepad for mobile support.

    The asset is available on Unity's Asset Store: https://u3d.as/2GNb

     
    Last edited: Apr 19, 2023
    andreiagmu and elijahrockshout like this.
  2. ml785

    ml785

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    Hi, this looks really cool! Is this Character Controller? Rigidbody?
     
    Last edited: Mar 7, 2022
  3. PlayerTwoPublisher

    PlayerTwoPublisher

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    Hello! Sorry for taking so long to answer, I haven't been following this thread. It's using Unity's Character Controller.
     
    ml785 likes this.
  4. Darknight747

    Darknight747

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    Bought it over the Xmas/NewYear break. Totally worth it and it's very new-user & student friendly!
    Please keep updating and adding features and I'll keep recommending to newer Unity users and students (hopefully you can get a lot more mileage out of this $$-wise through repeat sales, and we can get more mileage feature-wise as it grows and expands).
    Love the fact that you have immediate interaction with the system and effectively have a game running in a few minutes (similar to Unity's MicroGames but much more in depth). You get dropped in the middle of a functioning and fun sandbox, and can make a game out of it in literally no time flat. It grabs even a new user's attention at t=0, holds it for hours, and makes them come back repeatedly for days or weeks.
    I'm a huge proponent of CorgiEngine, TopDown Engine, Highroad (most everything by MoreMountains really), PlayMaker, Flare Engine, and a few other frameworks, but your Platformer Project is soooo good and makes it so immediately reachable and usable by literally just about anyone. I love it as a teaching tool and for prototyping!
    I really hope it will become one of my long-term "go to" frameworks like the others above have become.
     
  5. PlayerTwoPublisher

    PlayerTwoPublisher

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    @Darknight747 Thanks for the support! I'll do my best to keep improving it. ;)
     
  6. coolguy_platinum

    coolguy_platinum

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    can you make a vid on how to set up for mobile?
     
  7. PlayerTwoPublisher

    PlayerTwoPublisher

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    Hey, I answered you on Discord. But in case anyone else has this question, there's no additional setup for mobile. All you need to do is change the build target platform; it should work just fine. Of course, you may need to turn off some post-processing effects to gain performance. Still, there's nothing fancy. Create another post-processing profile with lower-quality effects (or disable it altogether). In any case, it's up to you. The code itself doesn't need any changes.
     
  8. dragonstar

    dragonstar

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    I bought the kit how I can add more levels to the Game?
     
  9. PlayerTwoPublisher

    PlayerTwoPublisher

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    Thanks for the support! The documentation has all details about creating new levels and other stuff. I can provide better support through email or the Discord server. You can find all the support links in the "Getting Help" section from the docs Quick Start menu.
     
  10. dragonstar

    dragonstar

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    I figure out already thanks but I have question, I put a new Enemy model with my own AI I put the health script,
    on him but the attack of the player are not working, that I miss something when I add the health script to my Enemy?
     
  11. PlayerTwoPublisher

    PlayerTwoPublisher

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    If you're using a custom enemy AI, you'll need to integrate it with the damage system. Damage currently works by identifying the entity you want to damage through the Hitbox component (which is basically an 'on trigger' event) and sending the damaging information to it so it can react appropriately. After that, this entity notifies the health component to decrease or not the health points. To make the Player attacks interact with your custom enemies, you must tell the Hitbox component to do so, by reading your enemy through the collision event and invoking a 'damage' event, either by an interface through your custom component or by directly changing the Health component 'Damage' method.
     
  12. dragonstar

    dragonstar

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    I try this way but is not working
     

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  13. PlayerTwoPublisher

    PlayerTwoPublisher

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    The hitbox is already on the Player. You must change the code from the Entity Hitbox "HandleColision" method to damage your custom enemy. Your setup doesn't work because these components were not designed to work like this.