Making A Physics Based Character Controller In Unity (for Very Very Valet)

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  • Опубліковано 27 лис 2024

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  • @mixandjam
    @mixandjam 3 роки тому +171

    This video is perfect! Thank you so much for sharing the knowledge!! Love it, super well explained and fun to watch!!

  • @_sophies
    @_sophies 2 роки тому +47

    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.

  • @reggieisnotadog4841
    @reggieisnotadog4841 День тому

    This was SO HELPFUL! The hardest part for me was making sure my graphics stuck to the ground (given that that the capsule bobs about a bit), but now I've gotten there it's the perfect combo of physics and control. Love it, thanks again for making the video.

  • @joshuastubblefield2559
    @joshuastubblefield2559 Рік тому +18

    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 < hitCount; 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;
    }
    }

    • @diegorg64
      @diegorg64 2 місяці тому

      Thanks for your implementation of vertical hovering. I'm having some problems for movement on slopes. When I go up a slope, the character stays too close to the ground, and when I go down, it stays too high, causing the character to make small falls.
      My parameter values are:
      maxDistance = 1.5f
      hoverHeight = 1.2f
      dampFrequency = 15f
      dampFactor = 0.55f

  • @gabrielplourde6791
    @gabrielplourde6791 3 роки тому +24

    This was very intelligently designed and explained. So many subtle changes that really bring it all together to near perfection, I love it

  • @tdif3197
    @tdif3197 Рік тому +11

    You guys have a great set of tutorials here. Glad to find another floating capsule user, it really is the way to go.

  • @kerduslegend2644
    @kerduslegend2644 7 місяців тому +4

    man, this is such a hidden gem. i dont know why i dont know your channel earlier

  • @MythicLegionDev
    @MythicLegionDev 3 роки тому +27

    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!

  • @monochroma3803
    @monochroma3803 2 роки тому +8

    i like how technical explanations are and art style is so cheerful and fun to watch ! good job !

  • @Foxyzier
    @Foxyzier Рік тому +1

    Can't stress enough how grateful I am for this video, there really isn't enough explanations on physics based character controllers like that.

  • @AForceofWill
    @AForceofWill 2 роки тому +1

    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!

  • @bubski3821
    @bubski3821 8 місяців тому

    this is one of the smartest custom controllers I've ever seen, so impressed with yall's work on this

  • @simpathey
    @simpathey 3 роки тому +6

    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!

  • @FlipYourLearning
    @FlipYourLearning 2 роки тому +6

    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.

  • @spacewizards9039
    @spacewizards9039 6 місяців тому

    Wow, very impressed. The game I'm working on uses (mostly) hover vehicles, so I was already using a setup similar to yours (floating "characters" with continually calculated strength and dampening forces). But you guys have really taken it to the next level with improvements that I hadn't thought of at all. Thanks!

  • @theDarkerSan
    @theDarkerSan 2 роки тому +1

    I combined this with ground normals movement (ground raycast hit normals plane projection ) and it turned out amazing! thanks again.

    • @mattsYT42
      @mattsYT42 2 роки тому

      could you please explain that in lamen's terms 😅

  • @ali32bit42
    @ali32bit42 Рік тому

    i was so lucky this studio exists cause i keep coming back to this as refrence for my own game.

  • @sutoreikyatto
    @sutoreikyatto Рік тому

    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!!

  • @megasoniczxx
    @megasoniczxx 2 роки тому +1

    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.

  • @yaderkunsama9454
    @yaderkunsama9454 2 роки тому

    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!

  • @TrentSterling
    @TrentSterling 3 роки тому +5

    Great visualizations! Looking forward to implementing something similar!

  • @supercables251
    @supercables251 9 місяців тому

    +1 sub for being the only correct character controller I've ever seen talked about.

  • @RoffeDH
    @RoffeDH 2 роки тому +1

    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
      @munyunu 2 роки тому +3

      Ahhh whereeee is the repo please?

  • @milankiele2304
    @milankiele2304 2 роки тому

    I fought so hard to get the best character controller... Your knowledge is the path to fulfillment

  • @ianainoaduarte
    @ianainoaduarte 3 роки тому +3

    Great video, great explanations.
    Saved me a whole lot of headache, but I'm still having problems with the whole applying torque part.

  • @pomonaprod
    @pomonaprod 2 роки тому

    The hovering capsule mechanic is really clever. Finally found something that works for my project.
    Thanks for sharing.
    Amazing video. Great Explanation !!!

  • @sidneiguerrero1
    @sidneiguerrero1 2 роки тому

    What a legend only one ad in the beginning . Your so damn underrated

  • @Sergeeeek
    @Sergeeeek Рік тому

    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
      @patrickbateman4641 10 місяців тому

      im struggling to implement this for fps, could you give any pointers? ty

    • @Sergeeeek
      @Sergeeeek 10 місяців тому

      @@patrickbateman4641 well I think this video explains it pretty well, what are you having issues with?

  • @alazuli2291
    @alazuli2291 2 роки тому

    I just tried this method and it really works perfectly for me. Thank you.

  • @CornRecords972
    @CornRecords972 3 роки тому +3

    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!

  • @ed_halley
    @ed_halley Рік тому

    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.

  • @groovykush
    @groovykush 2 роки тому

    The most structured and detailed tutorial i ca across until now. Thank you very much!

  • @alicem3415
    @alicem3415 3 роки тому

    Thank you. I was having trouble figuring out how to make my Rigidbody controller more responsive. This has made it much better.

  • @budhechiranjiv
    @budhechiranjiv 3 роки тому +1

    Nice, Good luck with your release!

  • @gonderage
    @gonderage 3 роки тому

    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!

  • @happyavocado7179
    @happyavocado7179 2 роки тому

    5 seconds before you said thats a bit boring I was like dude thats sick

  • @Leonardorth.
    @Leonardorth. 3 роки тому +1

    This is exactly what I've been looking for. Thanks for sharing !

  • @7DragonEyes7
    @7DragonEyes7 3 роки тому +6

    Really interesting. Release it on PC and I'll get myself a copy :)

  • @thoughtcipher990
    @thoughtcipher990 2 роки тому

    Hey guys, thanks for this video! I just completed our first full playthrough with my family. We all love this game, so thank you so much for your hardwork! 🙏
    In this breakdown, you get goalvel by multiplying the normalized relative input vector by the maxspeed and speedfactor. Can you briefly explain what speedfactor is and why you need it?
    To everyone else reading this, if you haven't purchased this game yet, I encourage you to do so! Let's support game devs who do great work and care about their craft!

    • @Sandiles
      @Sandiles 2 роки тому

      My guess is that speedFactor is just used so they can apply movement effects (slow down and speed up) based on game mechanics. So its not really important to the system as a whole.

  • @pintadenis5641
    @pintadenis5641 2 роки тому

    That Guy Thanks, I will look into it later.

  • @OverInfrared
    @OverInfrared 2 роки тому

    Making this work for VR was a bit weird, but worth it. Thank you.

  • @tasdude3227
    @tasdude3227 10 місяців тому

    YOOOOOO THANKS MAN EXACTLY WHAT I WANTED!! THANKS!!!

  • @mrpotato8196
    @mrpotato8196 Рік тому

    Some things maybe a little over-complicated but considering this is a console game, everything had to be just right, console ppl are pretty strict
    I really liked how you made this (maybe you guys, this game and controller is way too good for one person) I also like making physics based systems since they basically handel everything themselves if you make it right, but everyone either mixes rb based movement with normal movement or just go with normal movement
    Earned a sub!

  • @sabinudas5395
    @sabinudas5395 2 роки тому

    congratulations fam!!!

  • @carlosmorais6870
    @carlosmorais6870 2 роки тому

    I'm so confident, yeah, I'm unstoppable today

  • @tapashsharma089
    @tapashsharma089 2 роки тому

    You are doing a wonderful job by giving Knowledge many thanks

  • @CosmicComputer
    @CosmicComputer 3 роки тому

    Oh my glob, this is freaking incredible, thank you for sharing this!!!!

  • @Jyotigupta399
    @Jyotigupta399 2 роки тому

    You train so well! It's like you comprehend my tempo...

  • @AimlessGaming1
    @AimlessGaming1 2 роки тому

    Damn bro top tier content, I'm sure you had to visit multiple countries to produce a masterpiece like this

  • @torr.y
    @torr.y 10 місяців тому

    This is absolutely fantastic

  • @Carlos-dk2lt
    @Carlos-dk2lt 2 роки тому

    bro thanks so much. dis video is tiless 3 years ltr n still great

  • @rohanvishayal8724
    @rohanvishayal8724 2 роки тому

    Amazing overview and good explanation, thank you looking forward to playing the game.

  • @Usualyman
    @Usualyman 3 роки тому

    This is epic!
    Floating character controller is pretty original decision! Never seen this before)
    Thanx!

  • @cookiefells_ofc
    @cookiefells_ofc 2 роки тому

    Beautiful man, you're the only one who helped me

  • @seanisthedude
    @seanisthedude 2 роки тому

    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)

  • @matejzajacik8496
    @matejzajacik8496 2 роки тому

    Wow, this is excellent! Straight to the point and very informative.

  • @mg1632
    @mg1632 2 роки тому

    Very neat take on a CharacterController! Thank you for sharing - subscribed!

  • @Malacord
    @Malacord 2 роки тому

    BROTHER, YOU ARE THE BEST!!! You oooh really helped me!! THANK YOU VERY MUCH!This is cool, well done!

  • @처링-p7i
    @처링-p7i Місяць тому

    thank you, this video really great!

  • @Loys-vo7cz
    @Loys-vo7cz 2 роки тому

    OMG, it really worked. Thank you so much!!

  • @MaanaDev
    @MaanaDev 3 роки тому +4

    this is very cool! Ironic I'm looking from 2 days
    .
    but u missed active ragdoll to make it more cool and realistic it will be more interesting!

  • @АртёмИванов-с4ы2ц
    @АртёмИванов-с4ы2ц 2 роки тому

    This method works perfectly .. thanks for sharing ;)

  • @calarey4250
    @calarey4250 2 роки тому

    It's so simple yet so complicated, it's perfect lmao

  • @ajajjssjdjdndns1917
    @ajajjssjdjdndns1917 2 роки тому

    Oh my god so good explained thank you!!!!

  • @abentertainment786
    @abentertainment786 2 роки тому

    Thank you so much for all these tutorials bro. So much valuable knowledge

  • @outdoor1918
    @outdoor1918 2 роки тому

    This was just awesome! Thanks a lot!

  • @benmendez7756
    @benmendez7756 2 роки тому

    thank you straight to the point

  • @UkashaGamers
    @UkashaGamers 2 роки тому

    what a hearty video for all beginners!

  • @margaritamoreno2076
    @margaritamoreno2076 2 роки тому

    Tysm, did everything as described

  • @hichammarcelcoca8809
    @hichammarcelcoca8809 2 роки тому

    Great Game! I Downloaded It In My Nintendo Switch But In DEMO Version

  • @glx6377
    @glx6377 2 роки тому

    It's working thanks my friend

  • @tophitgames7752
    @tophitgames7752 3 роки тому

    Very well made video.. thanks for sharing this knowledge

  • @spikebor
    @spikebor 3 роки тому

    a very great system and carefully explained, thanks !

  • @Fghjkjhljhghj
    @Fghjkjhljhghj 2 роки тому

    This was a great tutorial, thanks a lot!

  • @rajatgoswami7072
    @rajatgoswami7072 2 роки тому

    damn the quality of video editing

  • @geri4367
    @geri4367 3 роки тому +1

    Awesome, thanks for sharing :D

  • @petrussian8228
    @petrussian8228 2 роки тому

    Thank you so much it was very helpful

  • @AlexBlackfrost
    @AlexBlackfrost 3 роки тому

    Wow, great video! Thanks for sharing!

  • @ian_snyder
    @ian_snyder 3 роки тому

    This is amazing, sharing with my students :)

  • @selfmades4494
    @selfmades4494 2 роки тому

    So informative, thanks a lot!

  • @denji6763
    @denji6763 2 роки тому

    you explained. Thank you so much.

  • @CamoflaugeDinosaue
    @CamoflaugeDinosaue 2 роки тому

    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

  • @apukumarsarkar7016
    @apukumarsarkar7016 2 роки тому

    Thanks for the tutorial

  • @ElSonk
    @ElSonk 3 роки тому

    Super excellent! Thanks a million

  • @mobilelegendlivetest2779
    @mobilelegendlivetest2779 2 роки тому

    I feel you!

  • @margaritamoreno2076
    @margaritamoreno2076 2 роки тому

    Cool You really help me Well done!

  • @gunzalkar
    @gunzalkar 3 роки тому

    Great stuff very much helpful, Thanks!

  • @hebashamaa7695
    @hebashamaa7695 2 роки тому

    Very helpful, thank you

  • @Zo.ro0
    @Zo.ro0 2 роки тому

    Thanks man! You nice tuto!!

  • @Ziboo30
    @Ziboo30 3 роки тому

    This is gold ! thanks for sharing

  • @Paul-to1nb
    @Paul-to1nb 2 роки тому +2

    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.

  • @fiflax2188
    @fiflax2188 2 роки тому

    Sounds perfect!!!

  • @Bloodlinedev
    @Bloodlinedev 2 роки тому

    Ho le sh!t - this is pure gamedev gold, thank you so much

  • @TedThomasTT
    @TedThomasTT 3 роки тому

    You guys are saints for sharing this knowledge

  • @r.d.x8097
    @r.d.x8097 2 роки тому

    hanks lot Sir.. You helping us..

  • @vishalsenapati3879
    @vishalsenapati3879 2 роки тому

    that was so use full! !

  • @xvdimmy8220
    @xvdimmy8220 Рік тому

    This is gold!

  • @nthnnnnnnnnn
    @nthnnnnnnnnn 3 роки тому

    Looks really cute

  • @Arcal-sx6ls
    @Arcal-sx6ls 2 роки тому

    Thank you In the setup

  • @nolamo1496
    @nolamo1496 3 роки тому

    awesome video! really helpful information!