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Character Controller update. More gravity volumes! If the last one didn't make you sick this one is sure to. Need to work on getting the camera to not clip into the world. #GameDev #IndieDev #Unity3D
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Nice. This works on any surface or are you filtering which ones you want this behavior? How do you handle high frequency surfaces? I prefer the stable world up cam in our bug game, but sometimes local up is more desirable so I don't have a nice way to choose one or the other atm.

This version uses volumes that contribute to the gravity direction. There can be overlapping volumes with different importance. More important volumes will override less important volumes. Volumes or the same importance are blended together.

The component that sets the gravity direction is separate from the character controller so its more flexible. I will probably add one that checks the surrounding surfaces and makes a gravity vector based on those to stick to any surface.

That's fucking cool

what is the plane underneath capsule for?

Just some debug vusuals showing the ground slope.

Rad. If your virtual ground was twice as big in diameter I bet you could smooth out those transitions from angle to angle a bit better.

Love that the camera rotates with it.

was literally just looking at your code when you uploaded this, crazy stuff as usual

¿where is this magnificent power?

As someone who can't handel 3d game at all. Just 5s already make me feeling it a little

so coool

I feel like the only reason I got sick was because you told me I would. 😆

"Make you sick" is a great bar to clear for a gravity system. Camera clipping is always the last thing you fix — good luck with the controller work.

I've noticed a lot of controllers try to support this case, but sooo few games care about it.

This is awesome! I'd love to see you explore this more - what are the limits??
