So ultimately I want to create a 3d action game that has fighting game juggling mechanics. I've been wondering, though, if the best way to handle this would be to create my own character controller using rigidbody physics so the Unity physics system can handle the juggling or if that's unnecessary and I should just stick with the built in Unity character controller.
#Should I let physics handle juggling?
1 messages · Page 1 of 1 (latest)
I dont think it matters that much. The juggling is something Id imagine is pretty hard to get working using physics only either way, I dont think it matters that much which one you choose in that sense
So it's more than just applying forces through code to something when an enemy is hit?
I think relying more on your own code and not so much on the physics system would be easier, havent made that type of game myself tho. The physics system could be useful for detecting collisions and hits but the interactions between the characters is something the physics system would probably be just more pain in the butt than helpful, im no expert on this topic still
My thought was that I would simply have code apply forces and have the physics engine handle those forces
That would probably be my first try too but if it doesnt look natural enough more coding is required. I think it would be good idea for me to go to bed now, its over 3am here already…