#Finally Finished the Parkour Controller

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ember sigil
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Inspired by Titanfall's movement mechanics, I spent about 5 months researching and polishing the code and now I'm confident enough to say it's finished and bug-free

Character Controller Features:

  • Cross-platform support
  • Source/Quake-esque air-strafing, bunnyhopping, and surfing
  • Walking and Sprinting
  • Smart crouching, you don't get stuck under obstacles thanks to raycasting; only uncrouches when you let go of the crouch button AND there are no obstacles above you
  • Smart sliding, you don't always have to press shift to slide; just be fast enough
  • Wall-running
  • Fast ledge-grabbing/vaulting

Additional features:

  • Settings menu to adjust everything
  • Procedural headbobbing, everything has been defined by math trickery
    • Camera x-rotation is spring-like to indicate vertical movement
    • Camera sways left and right in an upwards curved motion when moving
    • Camera indents itself downwards when landing from a fall
  • Camera tilting
    • Camera tilts toward the direction of controller's acceleration
    • Camera tilts when wall-running
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I originally intended to build it on top of Dani's tutorial script but around the time I made this project (2022) I couldn't figure out how to make the thing use the New Input System instead

and if any of you ask why the time gap is big, it's because my pc broke lol + 2 months of burnout and school

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this project is special because it's my first ever, and it's the one i've put most of my efforts to lol

in those 5 months is one entire month of me learning about optimization methods and programming practices in general

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it uses the same base as this project of mine which I also made https://github.com/NeKoRoSYS/NeKoRoSYS-FPP-CC but all the logic for movement has been replaced to accomodate this Rigidbody solution instead

(the repository is outdated though, the current iteration is much better)

ember sigil
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My friend playtested it lol

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the following are what he said about the prototype, word for word:

HUE Thoughts:

  • Movement strafing is close to titanfall 2 although a lot more flowy compared to it.

  • Slopes broken on jump detection.

  • Looking around feels nice.

  • Needs keybind support.

  • The slide window is a bit too tight and can't slide without proper timing or letting go the shift key for a brief moment to press ctrl.

  • Wallrunning is similar to TF2 but needs a strafe key to start and maintain. I think the bug surrounding the detection is making the maps more open/wider to prevent those bugs, so wallrunning without strafe keys can work.

  • Speed feels just right