

Custom character controller for platformers (part 2)
After around 25 hours total on this project, this is the state of the 3D platformer prototype. The biggest work has been on the character controller, which has very robust custom physics on it, far superior to the original character controller built into unity. Features include cylindrical ground collision (acts like a cylinder when standing at the edge of platforms, whereas most character controllers will slide off or dip below the edge), robust stair climbing (as you can se


Custom Character Controller for Platformers (work in progress) - Part 1
If you're going to make a professional game, you're going to need to know how to program a character controller. Unity's built in one is simply too lacking in features and doesn't give you enough access to try to patch in the features you need without programming a replacement. After around 12 hours of work, this is my progress on a character controller with 2 new features that the built in character controller lacks; first of all, it acts like a cylinder when standing at the


Unity 2 hour particle test
I gave myself 2 hours to make a particle effect. All of the particles, textures, and materials were made from scratch (aside from the skybox which was taken off of custommapmakers.org, the character model was taken off of Mixamo, and the floor was taken off 3Dxo.com). The textures for the particles, I made in Gimp. The fire effect features flames, sparks and smoke, produces light with shadows (no more than 2 lights at any given time) and has a subtle wind direction effect (pr


Unity 1 day animation test
I spent 6 hours and 10 minutes working with the animator, programming physics, etc. for a character. Everything in this video was coded from scratch (aside from the model and animations, which were downloaded from Mixamo), from the animation system to the character physics.