Making A Physics Based Character Controller In Unity (for Very Very Valet)
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A detailed look at how we built our physics-based character controller in Unity for our game Very Very Valet - available for Nintendo Switch, PS5, and Steam
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~ More from Toyful Games ~
* Animation Deep Dive mentioned in the video - toyful.games/blog/character-a...
* Custom Car Physics in Unity: • Making Custom Car Phys...
* The Toyful Blog with even more developer deep dives - toyful.games/blog
* Purchase physical or digital - toyful.games/vvv-buy
* Download the FREE demo today - toyful.games/vvv-di
Video sections:
0:00 Intro
0:20 Part 1 - Capsule Theory
1:55 Part 2 - How to Float
3:25 Part 3 - The Run Around
6:12 Part 4 - Jump to It
6:48 Outro
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Пікірлер: 319
This video is perfect! Thank you so much for sharing the knowledge!! Love it, super well explained and fun to watch!!
man, this is such a hidden gem. i dont know why i dont know your channel earlier
Just wanted to say this is the best character controller tut that I've seen, and all the character controllers I've made since watching this have been based off of this.
Great visualizations! Looking forward to implementing something similar!
Thanks a lot for this video. It's great! Here's my version of vertical hovering after following along. I researched a bit on spring-damp mechanics and was able to define the behavior using frequency and a damp factor rather than spring strength and damp strength. This way, you set dampFactor to 1 and it will reach equilibrium without over shooting. Set dampFactor to 0 to get a spring that (ideally) never loses energy. dampFrequency defines how fast it reacts. using UnityEngine; public class Hover : MonoBehaviour { public float dampFactor = 1; public float dampFrequency = 15; public float hoverHeight = 1.5f; public float maxDistance = 2; public float castRadius = .5f; public Rigidbody rb; RaycastHit[] hits = new RaycastHit[10]; private void Awake() { if (!rb) { Debug.LogError($"[{nameof(Hover)}] missing field RigidBody."); enabled = false; } } private void FixedUpdate() { ApplyHoverForce(); } void ApplyHoverForce() { if (GroundCast(out RaycastHit hit)) { Vector3 rayDirection = Vector3.down; float springDelta = GetSpringDelta(hit); float springStrength = SpringStrength(rb.mass, dampFrequency); float dampStrength = DampStrength(dampFactor, rb.mass, dampFrequency); float springSpeed = GetRelativeSpeedAlongDirection(rb, hit.rigidbody, rayDirection); Vector3 springForce = GetSpringForce( springDelta, springSpeed, springStrength, dampStrength, rayDirection); springForce -= Physics.gravity; rb.AddForce(springForce); if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(-springForce, hit.point); } } bool GroundCast(out RaycastHit hit) { int hitCount = Physics.SphereCastNonAlloc( transform.position, castRadius, -transform.up, hits, maxDistance); if (hitCount > 0) { for (int i = 0; i { RaycastHit current = hits[i]; if (current.rigidbody == rb) continue; hit = current; return true; } } hit = default; return false; } float GetSpringDelta(RaycastHit hit) { return hit.distance - (hoverHeight - castRadius); } static float GetRelativeSpeedAlongDirection( Rigidbody targetBody, Rigidbody frameBody, Vector3 direction) { Vector3 velocity = targetBody.velocity; Vector3 hitBodyVelocity = frameBody ? frameBody.velocity : default; float rayDirectionSpeed = Vector3.Dot(direction, velocity); float hitBodyRayDirectionSpeed = Vector3.Dot(direction, hitBodyVelocity); return rayDirectionSpeed - hitBodyRayDirectionSpeed; } static float SpringStrength(float mass, float frequency) { return frequency * frequency * mass; } static float DampStrength(float dampFactor, float mass, float frequency) { float criticalDampStrength = 2 * mass * frequency; return dampFactor * criticalDampStrength; } static Vector3 GetSpringForce( float springDelta, float springSpeed, float springStrength, float dampStrength, Vector3 direction) { float tension = springDelta * springStrength; float damp = springSpeed * dampStrength; float forceMagnitude = tension - damp; Vector3 force = direction * forceMagnitude; return force; } }
This is so exciting! I am pumped for the game, and thanks for talking in depth about your physics based movement and even showing code. I will for sure give this a go in my next game!
This is exactly what I've been looking for. Thanks for sharing !
i like how technical explanations are and art style is so cheerful and fun to watch ! good job !
This was very intelligently designed and explained. So many subtle changes that really bring it all together to near perfection, I love it
Very neat take on a CharacterController! Thank you for sharing - subscribed!
The most structured and detailed tutorial i ca across until now. Thank you very much!
You guys have a great set of tutorials here. Glad to find another floating capsule user, it really is the way to go.
Amazing overview and good explanation, thank you looking forward to playing the game.
Thank you. I was having trouble figuring out how to make my Rigidbody controller more responsive. This has made it much better.
Oh my glob, this is freaking incredible, thank you for sharing this!!!!
I've been looking for an explanation, a hint on physics based movement for the past 3 months. This has really helped figure out how to do it, at least gave me a starting point. Thanks for the explanation!
Can't stress enough how grateful I am for this video, there really isn't enough explanations on physics based character controllers like that.
I just tried this method and it really works perfectly for me. Thank you.
I feel so lucky that this video exists since I've been struggling on implementing a physics based first person controller and this tutorial explains almost all the issues I've faced. Thank you so much!!
Wow, this is excellent! Straight to the point and very informative.
Great video, great explanations. Saved me a whole lot of headache, but I'm still having problems with the whole applying torque part.
The hovering capsule mechanic is really clever. Finally found something that works for my project. Thanks for sharing. Amazing video. Great Explanation !!!
I still don't get completely all of it but this has definitely helped me get a firmer grasp on what makes a good 3D character controller. Really insightful video.
i was so lucky this studio exists cause i keep coming back to this as refrence for my own game.
Nice, Good luck with your release!
I have never thought of using floating capsules... this is so ingenius! I can't believe my solution to rough player controls was this simple. You are amazing sir!
Nice video. The code is well written and although I had seen this approach in other tutorials none could explain it as well as you did.
This is very cool! Ironic that I found this because I've been building a similar physics based controller but for the opposite. Realistic physics based movement XD Best of luck on your game!
You are doing a wonderful job by giving Knowledge many thanks
I fought so hard to get the best character controller... Your knowledge is the path to fulfillment
Thank you so much for all these tutorials bro. So much valuable knowledge
This is epic! Floating character controller is pretty original decision! Never seen this before) Thanx!
Thanks so much for sharing, this is a very interesting approach! Would reeeeeally love to see your vehicle configuration! It looks like you're using Unity's vehicle/wheel physics, but it's more responsive and snappy than any controller using those Ive ever seen
Genuinely a fantastic and informative video. I ended up using some of the methods shown in my own game! I'm absolutely going to buy this game as a thanks (and also because the game looks great :P)
Very well made video.. thanks for sharing this knowledge
OMG, it really worked. Thank you so much!!
This was just awesome! Thanks a lot!
Beautiful man, you're the only one who helped me
a very great system and carefully explained, thanks !
BROTHER, YOU ARE THE BEST!!! You oooh really helped me!! THANK YOU VERY MUCH!This is cool, well done!
this is one of the smartest custom controllers I've ever seen, so impressed with yall's work on this
What a legend only one ad in the beginning . Your so damn underrated
This is gold ! thanks for sharing
Awesome explanation and solutions, thank you for sharing! I've been developing a similar physics based character controller by trying to combine my favorite parts of a responsive platformer controller and a raycast vehicle controller so this is all super helpful!
@unexpectedme9992
2 жыл бұрын
Upload now bro
This method works perfectly .. thanks for sharing ;)
This was a great tutorial, thanks a lot!
Oh my god so good explained thank you!!!!
Tysm, did everything as described
I combined this with ground normals movement (ground raycast hit normals plane projection ) and it turned out amazing! thanks again.
@mattsYT42
Жыл бұрын
could you please explain that in lamen's terms 😅
Making this work for VR was a bit weird, but worth it. Thank you.
Great stuff very much helpful, Thanks!
Super excellent! Thanks a million
thank you straight to the point
So informative, thanks a lot!
That Guy Thanks, I will look into it later.
really not gonna lie, im gonna use this method of applying torque to remain upright. It's super fun to mess around with the spring strength and damper values to get wacky reactions! I can get some really wobbly bois that way. Thank you so much for the video!
+1 sub for being the only correct character controller I've ever seen talked about.
Thank you so much for sharing your experience with us. God bless you .
This is amazing, sharing with my students :)
you explained. Thank you so much.
Damn bro top tier content, I'm sure you had to visit multiple countries to produce a masterpiece like this
Wow, great video! Thanks for sharing!
Thank you so much it was very helpful
bro thanks so much. dis video is tiless 3 years ltr n still great
congratulations fam!!!
This is absolutely fantastic
You train so well! It's like you comprehend my tempo...
Awesome, thanks for sharing :D
Hi! Great video and blog! I was looking at the Character Animation blog post and I'm really confused about the "use an animation curve that defined how to move between single frame poses." I get the idea that you're blending between the poses, but I'm not sure how you can apply the animation curve to a pose.
YOOOOOO THANKS MAN EXACTLY WHAT I WANTED!! THANKS!!!
Thanks for the tutorial
Sounds perfect!!!
Very helpful, thank you
It's working thanks my friend
Hey, just created this Git repository with the assets I've created based on your tutorial. Just wanted to say thanks as this is EXACTLY what I was looking for.
@munyunu
2 жыл бұрын
Ahhh whereeee is the repo please?
Thanks man! You nice tuto!!
Thanks for your tutorials! I implemented a first person controller with this approach and it feels great, can walk over any terrain including other rigid bodies, even moving platforms! When landing a jump it crouches slightly due to the spring which feels realistic and satisfying. Got your game on Switch, looking forward to play it with friends this weekend :)
@patrickbateman4641
3 ай бұрын
im struggling to implement this for fps, could you give any pointers? ty
@Sergeeeek
3 ай бұрын
@@patrickbateman4641 well I think this video explains it pretty well, what are you having issues with?
This is gold!
I feel you!
Cheers man!
awesome video! really helpful information!
Cool You really help me Well done!
Thank you In the setup
hanks lot Sir.. You helping us..
Great Game! I Downloaded It In My Nintendo Switch But In DEMO Version
Really interesting. Release it on PC and I'll get myself a copy :)
Looks really cute
You guys are saints for sharing this knowledge
I got pretty much all of the controller stuff working except the jump force working. Because the character's on a spring and could be moving up or down at the time of the jump, I guess I need to do the "neededAccel" calculation to achieve a consistent starting jump velocity. And then also support the jump-hold to bring it up to a maximum velocity.
that was so use full! !
Amazing tutorial
Thank you
thanks for sharing this is amazing
thanks
damn the quality of video editing
what a hearty video for all beginners!
Wonderful
5 seconds before you said thats a bit boring I was like dude thats sick
Lots of love bro
Fantastic