(NEW) Advanced Third Person Controller
Let's make a (new!) advanced third person controller that's going to serve as our playground for testing new features.
I strongly suggest that you give a watch to these two videos before you start this series :
Strategy Pattern in Unity
p.s. Resources will be added asap
Course contains 17 lessons.
On the first part we are going to import our libraries for the Behavior Editor and the ScriptableObject Library
Onward and once more into the fray!
Let's see how are we going to handle our inputs and decoupled references
Let's add rotation to our controller
Let's see how to handle the logic for our camera rotation and following our player
Continuing from the last video, this is were we add the following parts. Also we are going to setup an action that's going to be responsible for updating our delta time
Let's stop sliding around
Let's enhance a bit how the animations look at the moment
Jump! -No affiliation with the Van Halen song
Let's make a check to see if we are on the ground
What goes up, most come down eventually, let's make sure it looks pretty when it does
More power to the animation!
Let's break the pattern a bit and force a condition to be able to transit to two different states, plus, root motion!
Life throws a waist-high obstacle in your way? Have you tried vaulting?
Let's fly a bit of the grounded for proper grounding reasons.
Let's see how to implement feet IK