PV-Controller Demo
Sample of the custom physics logic I made for a current project.
Note: Animation system currently disabled since I am reworking some of the core scripts behind it.
Controls:
WASD - Move
Space - Jump/Double Jump
LMB (Hold) - Grapple Hook
Systems:
Surface Normals - movement is based on the normal of the current surface. note that the player only hovers above the surface because of a skin thickness offset, which would be covered and fixed by the animation system.
Grapple - very early logic, tethers to first hit from crosshair on click, will use relative movement to start an orbit. no visual currently implemented.
Jump - will launch away from current normal when on a surface, or just upwards when midair. no cap on midair jump count currently.
Animation System - receives inputs from movement and environmental forces to deform the mesh. target is to have it behave like a pseudo-soft-body simulation. disabled because some vertices were being referenced relative to their initial order rather than actual position when I started to make this build.
Forces - this custom physics logic behaves based on a bunch of different formulas for actual physics calculations. if I recall correct (made this part months ago), wall-clinging actually uses suction forces.
| Status | Prototype |
| Platforms | HTML5 |
| Author | ORchards |
| Genre | Platformer |
| Made with | Unity |
| Tags | Physics, Prototype |
| Content | No generative AI was used |

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