#Zero gravity jetpack
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Either one will work fine for this. A RigidBody might be easier, because you'll be able to use forces instead of creating an entire movement rule suite. I would use a CharacterBody because I like having that fine-grain control over the movement system, but that's more of a preference thing.
When the player is inside of their vessel, they will be under the effect of gravity. i was planning on using characterbody. then when they exit, i would load a rigidbody one with the jetpack. does that seem like a good way to do things?
You could do it that way, for sure. Whether it's a good way to do it kinda depends on the way the rest of the game is designed, though. It might end up clashing with a design decision you want to make later on. I'd recommend taking some time to outline how the majority of systems will work, then see if that idea still makes sense. To me, in a vacuum, it makes perfect sense. But so do other solutions (such as making the character simply behave differently while not in a gravity zone such as their vessel).