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Question by Sid_Dircins · Mar 28, 2013 at 05:51 AM · physicswheelsskating

Tony Hawk style Skateboard Game

Hey Guys,

Not a super noob, but I've only messed around with very basic fps style Unity projects and have a rudimentary understanding of the physics engine. That being said, I'm very interested in starting work on a Skateboarding game in the style of the THPS series(as far as physics and controls go). Post on this genre though are far and few.

Hence, I was hoping on getting some suggestions of places to start. I don't know what would be the right route to set up the actual skateboard mechanics. Should I just use real physics and rigid body meshes to interact with the ramps? Also, having a look around the forums, I found a a previous post mentioning "raycasts" [http://forum.unity3d.com/threads/136110-Half-Pipe-Physics]. Wondering if this might be a route.

Any help, or point in the right direction would be greatly appreciated!

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Answer by cobertos · Mar 28, 2013 at 07:10 AM

I've played THPS myself, at least some of the old ones. I can say that you're going to want to be faking a lot of the halfpipe and quarter pipe things. If the player enters the pipe at a nice angle (doesn't jump before actually exiting the pipe into the air) you'd want to send them into a sort of a snapping mode. I remember playing THPS and messing around with some pipes really close together (I think a really small pool) and the game would keep you inline so you'd always land your tricks.

When you hit the pipe correctly, you'd want to search for more pipes next to the pipe you just hit (or perhaps just make sure that you're still in the length of the pipe you currently hit). If you exit the pipe area, it would stop snapping trying to snap you to a pipe (perhaps you'd come up with an exception for pipes with gaps). A lot of this wouldn't be physics defined but faked by predefining all your ramps within your levels.

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