Create Dynamic Platforms in Unity: Learn to Move and Rotate Platforms and Objects | 17

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  • เผยแพร่เมื่อ 10 ม.ค. 2025

ความคิดเห็น • 13

  • @ZombiehuntersComeback
    @ZombiehuntersComeback ปีที่แล้ว +1

    I wanna say thank you for this great tutorial series!! I've been trying to come up with my own 3d platformer code for months now and I finally found yours while searching online for figuring out how to implement different jump heights. I looked through your video's really quickly and are really solid and started to use them as a base for my own 3d platformer game. Right now I've got everything I wanted to know/learn till this point of the video. I've implemented my own version of attaching the rigid body objects, such as the player, to stay attached to the rotating platform for a certain time and made it optional so you can also jump of it instantly without any physics related feeling. I'll be going through the code and see what improvements I can make to it myself, but I really wanna say thank you so much for this tutorial, as it really helped my getting back into programming again and wanted to start working on my own project once more! :D

    • @1zed1Games
      @1zed1Games  ปีที่แล้ว +1

      Hello! That's really great to hear, thank you for taking the time to leave this comment, and I wish you the best of luck going forward! I hope you find time to join the community Discord server. It would be great if you kept us posted on your progress! As well as any additional/later feedback and/or features. :)

  • @afkafkafk
    @afkafkafk 2 ปีที่แล้ว +2

    Thank you for this series, I have wanted to try gamedev for a while and this tutorial series has showed me a lot of things, and this character controller happens to be exactly what I wanted to make but didn't know how.
    What I find more even more helpful is seeing how code is structured during development, which will help loads when I move onto adding my own features.

    • @1zed1Games
      @1zed1Games  2 ปีที่แล้ว

      Hello! That's awesome to hear, and I'm really glad you've found this series helpful. It's taken a lot of effort, and I really appreciate the comment! Thank you
      Best of luck on your game dev journey! Be sure to stick around, and I hope to see you in the discord server!

  • @harharrr9810
    @harharrr9810 2 ปีที่แล้ว

    Thankyou for the seriessss❣️ would like to know more how to control car as well

    • @1zed1Games
      @1zed1Games  2 ปีที่แล้ว +1

      You're very welcome and thank YOU for commenting! At some point in the future, I do hope to release controllers for vehicles (as well as boats, planes, spaceships, etc)! Cars are actually a bit complicated since you generally have 4 wheels, some or all of them may drive the car, and usually only half of them steer the car. Stay tuned! 👍

  • @Proplexity
    @Proplexity 2 ปีที่แล้ว +2

    When you have an issue but you realise you just forgot to set collider as trigger

    • @1zed1Games
      @1zed1Games  2 ปีที่แล้ว

      Haha, that sort of thing happens sometimes - I'm glad you got it figured out!

  • @dbweb.creative
    @dbweb.creative 2 ปีที่แล้ว +1

    What if there is an obstacle above the platform? It won't push the objects that are on the platform that are moving into an obstacle.
    Also for a purpose of discussion:
    I tried a different approach for the moving platform. Instead of having an array, I add an empty gameObject of which the platform sets position and rotation to mimic itself. Then on trigger enter I parent objects to the empty mimic. Note: something I've noticed is that when using CharacterController instead of Rigidbody for a player - the Move() function can screw up position modifications done by parent->child transform. But it works okay when setting the mimic gameObject transforms in LateUpdate... I wonder if there is a better way.

    • @1zed1Games
      @1zed1Games  2 ปีที่แล้ว +1

      Hello, thanks for commenting! We're not using the move() function here so it will cause the colliders to collide and likely cause undesired events to occur (colliders passing through other colliders). In this case, what should happen to a player or object on the platform if there were a collider above it would highly depend on the project/game itself. For example, if it were a rock, maybe it should then become stone. If a player, maybe it should then be forced to crouch, prone, take damage, or trigger a 'game over' state. You see what I'm getting at here? It's highly subjective and a nuance of any project what should happen in that particular instance.
      Making the 'on platform' object a child of a moving object is certainly a way of doing it. It's a thing of preference and whether that will work for your project or not. I tend to prefer a programmatic solution since it's more bullet proof and allows for more control (and a great example of how things work behind the scenes from an educational standpoint). For example, using a programmatic solution allows me to use the timer like in this video to avoid too much "snappiness". In fact, with the type of projects I generally work with, I prefer to even instantiate and position all of my objects programmatically at startup rather than relying on my scene to be 'perfect'. I guess I'm more of a script/data driven person than a designer. That would explain my lack of textures in these videos! Ha!
      Thank you for contributing your approach! It's definitely an easier method to implement than this. There are always different ways of achieving the same affect and many times there is no "right" answer - just a long list of pros and cons.

  • @brettrogers4208
    @brettrogers4208 6 หลายเดือนก่อน

    hard to listen to

    • @1zed1Games
      @1zed1Games  3 หลายเดือนก่อน

      well, that's not good

    • @brettrogers4208
      @brettrogers4208 3 หลายเดือนก่อน

      That's okay! ​@@1zed1Games