2.5D Platform Initial Setup — Character Controller
Objective: initial setup of the game objects and of the Character Controller
The next project in my “to do” list is platform. I’m going to go with a 2.5D setup, meaning that the gameplay will take place on 2D but all objects and effects are actually 3D.
The first thing we are going to do is to place some basic, prototype platforms, and prefab them for later use. Platforms for now are just cube game objects, rescaled to a more rectangular shape.
We’re going to have a box collider component, not as trigger, the will help the engine evaluate collisions and similar behaviours. We are not adding a rigid body here: we don’t want the platform to be subject to physics.
I scattered 5 platform around, in the future some of them will be also moving.
Let’s now prototype a collectible. Nothing better than a coin for this game genre! The coin will be a cylinder, rotated and scaled to be as flat as a coin. I’m going to prefab also this but final object is going to be an empty parent containing the coin object: in this way I plan to apply a loop rotating animation to the coin while maintaining an outer, unrotated transform.
Now the player: it will be, as usual, a capsule while we work in prototype. Player movement and interaction with the world will be implemented with the help of the Character Controller component.
The Character controller allows an easy management of its carrier movement, including collision with other objects, without the necessity of taking into account physics (so also here no rigid body component is needed).
This is a good choice for this kind of game: we are not looking for a realistic physic in (this) platform, so we can have lighter assets and lighter engine calculations. You can also notice that the character controller has some familiar properties, such as slope or step, typical of a navmesh agent. This means that by simply using this component, our player will be able to move (via script), be stopped by walls and object and climb slopes and steps of certain values. No physics involved, no floor baked.
Let’s finish this tutorial with a simple implementation of player movement. A new script. PlayerMovement is needed.
It is as simple as it gets! Grab reference to the character controller component via
GetComponent<>() method, call its
Move() method that requires a vector3 (relative movement).
The vector3 will be evaluated as the static
Vector3.right (1, 0, 0), so no need for instantiation, multiplied by the horizontal input axis, scaled by the speed and
Time.deltaTime , since this is going to be called in
Update() so every frame!
Ooops! No physics means no gravity! We’re going to need to script our own one!