This video is mostly about setting up basic stuff (scriptable objects, hanging animation, etc). Next I'll move onto positioning and climbing, etc. Check out the full playlist: ua-cam.com/play/PLWYGofN_jX5BupV2xLjU1HUvujl_yDIN6.html Download this project: github.com/RoundBearChoi/2.5D_Platformer_Unity
@@Roundbeargames This way is perfectly fine :) Im trying now to implement it in my game even it is 2D :D and i use IK for the arms (like in Limbo) to have a nice transition when he grab the ledge :)
@@xCrOaTiEnSniPZzx ok that's nice. right now i don't have ik, but im thinking about doing it because the hands are not exactly where they should be when player climbs.
Excellent video, I discovered your channel searching for ledge grabbing but you have great content all around, I will be going over the other videos as well. Thanks.
Hey mate! Hope you're doing well =) Just one simple question. I have try to use "transitionIndexer" scriptable object within ledge hanging animation but for different purposes. First one - as Index 1 (transition types - UP / JUMP) to climb up and the second one- Index 2 (transition types - DOWN) to fall down and it is does not work within one onimation to make a transition to proper next one. (only greater Index number works). Looks like "TransitionIndexer" csharp file - simply sending "Index" Int to mecanim - but only in case if I am using only one "transition indexer" within same animation in any time. How to make it send different Index numbers based on different index types? I beleive the answer is very simple but I am stucked as usual ))))
ok if i understood you correctly, one indexer is overriding the other. (you have one indexer always returning the index back to 0) i realized this later when i was doing the running slide in video #110 ua-cam.com/video/YmMcK1AV89M/v-deo.html you can either refer to that code in the package or the latest version. here's a screenshot for the fixed indexer i.imgur.com/VfaWnXl.png
I have no idea how OnTriggerEnter fired for you when neither of the Triggers (that I could see) have a Rigidbody attached... Mine wouldn't work I had to attach a Rigidbody to my ledge in order for this to work. One of the triggers has to have a rigidbody, no?
nope. maybe you haven't checked IsTrigger. you can download the package and check out the working version first. for more details you can reach me on my discord server. all links in description. the character has a rigidbody but that's a different object.
@@Roundbeargames check the unity doc link i attached... one of the triggers always needs a rigidbody... I am still so confused how your code worked without it. I even added a rigidbody to my character (instead of the ledge checker) to test that scenario and it didn't work for me. anyway, if anyone else has my issue hopefully they read these comments. Looking forward to learning more from your channel. docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html
@@Roundbeargames Yes, I read it... the "If any" is referring to the fact that only one of the 2 colliders doesn't have to have one... because the very next line says: "Notes: Trigger events are only sent if one of the Colliders also has a Rigidbody attached." I got mine working, I was just leaving this comment here for someone not using your packages encountering the same issue as I had. Thank you for taking the time to talk about this, I have much respect for your work.
hi. it depends. if you want physical interaction between player and everything else (something like active ragdoll) you can't simply add gravity and force and be done with it. if you're referring to just the animation it's a state.
@@LePetit2 youre gonna need a lot more than unity gravity and force. start looking into physics engines, newtonian physics, collision detection, ik, etc. i am bread doesn't have the complexities of multiple human bodies interacting with each other.
@@virusoflife5989 docs.unity3d.com/ScriptReference/CharacterController.html if you're referring to UnityEngine.PhysicsModule, probably not. if you're referring to the general idea of a character controller yes.
@@Roundbeargames sorry i mistyped it there a way you can expain a auto grab system like in tomb raider kinda here's a quick reference ua-cam.com/video/NyjoLpJVtpk/v-deo.html
This video is mostly about setting up basic stuff (scriptable objects, hanging animation, etc).
Next I'll move onto positioning and climbing, etc.
Check out the full playlist:
ua-cam.com/play/PLWYGofN_jX5BupV2xLjU1HUvujl_yDIN6.html
Download this project:
github.com/RoundBearChoi/2.5D_Platformer_Unity
Finaly someone who explains the ledge grabbing! :)) you deserve more waaay more likes and subs. Thank you!
thanks! i do hope to have more.
i'm sure there's many different ways to do ledge grabs. i just like it this way :)
@@Roundbeargames This way is perfectly fine :) Im trying now to implement it in my game even it is 2D :D and i use IK for the arms (like in Limbo) to have a nice transition when he grab the ledge :)
@@xCrOaTiEnSniPZzx ok that's nice. right now i don't have ik, but im thinking about doing it because the hands are not exactly where they should be when player climbs.
Excellent video, I discovered your channel searching for ledge grabbing but you have great content all around, I will be going over the other videos as well. Thanks.
thanks for comin. i hope you enjoy the videos and have a great journey in the world of gamedev :)
Awesome work!
thank you!
For a guy who is so organized in his code I am surprised to see how messy the animator is. Haha. These are great tuts thank you very much.
Lol youre welcome! Dont worry i clean that up in the later videos. Repository link in description :)
@@Roundbeargames SPOILER ALERT! haha awesome thank you. :)
@@meznaneTB you can see it in my latest version in the repository
Very helpful ! Thanks !
Thanks for coming!
thanks for making this video :)
I thank you for makin the request 👍 forgot to do a little shoutout
Hey mate! Hope you're doing well =) Just one simple question. I have try to use "transitionIndexer" scriptable object within ledge hanging animation but for different purposes. First one - as Index 1 (transition types - UP / JUMP) to climb up and the second one- Index 2 (transition types - DOWN) to fall down and it is does not work within one onimation to make a transition to proper next one. (only greater Index number works). Looks like "TransitionIndexer" csharp file - simply sending "Index" Int to mecanim - but only in case if I am using only one "transition indexer" within same animation in any time. How to make it send different Index numbers based on different index types? I beleive the answer is very simple but I am stucked as usual ))))
ok if i understood you correctly, one indexer is overriding the other.
(you have one indexer always returning the index back to 0)
i realized this later when i was doing the running slide in video #110 ua-cam.com/video/YmMcK1AV89M/v-deo.html
you can either refer to that code in the package or the latest version. here's a screenshot for the fixed indexer i.imgur.com/VfaWnXl.png
I have no idea how OnTriggerEnter fired for you when neither of the Triggers (that I could see) have a Rigidbody attached... Mine wouldn't work I had to attach a Rigidbody to my ledge in order for this to work. One of the triggers has to have a rigidbody, no?
nope. maybe you haven't checked IsTrigger. you can download the package and check out the working version first. for more details you can reach me on my discord server. all links in description.
the character has a rigidbody but that's a different object.
@@Roundbeargames check the unity doc link i attached... one of the triggers always needs a rigidbody... I am still so confused how your code worked without it. I even added a rigidbody to my character (instead of the ledge checker) to test that scenario and it didn't work for me. anyway, if anyone else has my issue hopefully they read these comments. Looking forward to learning more from your channel. docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html
@@Roundbeargames Yes, I read it... the "If any" is referring to the fact that only one of the 2 colliders doesn't have to have one... because the very next line says: "Notes: Trigger events are only sent if one of the Colliders also has a Rigidbody attached." I got mine working, I was just leaving this comment here for someone not using your packages encountering the same issue as I had. Thank you for taking the time to talk about this, I have much respect for your work.
@@meznaneTB ok i just ran a few tests. it works because i have a rigidbody in the root. trigger to trigger alone will not work.
@@meznaneTB sorry i got confused myself. you do need a rigidbody. my project is working because there's a rigidbody in one of the parent objects.
설정 톺아보기 감솨합니당~♥♩♬
오늘도 수고 많으셨어용~!
네 매번 오시느라 수고많으시네요 ㅎㅎ
주말잘보내세요~! ^0^
Hello! Just a question. You think it's possible to add gravity and force to the character so, in other circumstances, he swings?
hi. it depends. if you want physical interaction between player and everything else (something like active ragdoll) you can't simply add gravity and force and be done with it. if you're referring to just the animation it's a state.
@@Roundbeargames Yes, more like interaction. Like "I am Bread"
@@LePetit2 youre gonna need a lot more than unity gravity and force. start looking into physics engines, newtonian physics, collision detection, ik, etc. i am bread doesn't have the complexities of multiple human bodies interacting with each other.
@@Roundbeargames I'll do a lot of research :) thank you so much for the help and for answering my questions. I really appreciate it
@@LePetit2 good luck. i'd also recommend starting from the basics rather than something like physics and rendering.
Hey, are you using rigidbody or character controller? Which one would you recommend?
hi. i'm using my own character controller + rigidbody. i'd say it doesn't matter what you use. it's the details in implementation that matters.
@@Roundbeargames is it possible to use both?
@@virusoflife5989
docs.unity3d.com/ScriptReference/CharacterController.html
if you're referring to UnityEngine.PhysicsModule, probably not. if you're referring to the general idea of a character controller yes.
Lol your voice heard like max payne got depressed
Lol ok. Its just me being focused
hey do happen to explain autograb.
there's no autograb
@@Roundbeargames sorry i mistyped it there a way you can expain a auto grab system like in tomb raider kinda here's a quick reference ua-cam.com/video/NyjoLpJVtpk/v-deo.html
that's a different system for a different game. you have to ask the author.
Roundbeargames Choi ok thank you anyway
@@LyokoUnite alright man good luck