Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Zeoli · Mar 23, 2016 at 01:04 PM · fpscharactercontrollermecanimroot motion

Root Motion or CharacterController in FPS

I want to make a Horror FPS game where the player can see their own body when they look down. I have two options here

  1. Allow the animation to dictate movement - Root Motion

  2. Move character and sync animation as best i can - CharacterController

My thoughts are to use Root Motion as I get a much cleaner walk (no sliding) and I'm able to make the player more immersed by making the animations more grounded. However, I haven't tried using root motion to move a player in a FPS style setting before.

our goal is to have clean and grounded movement, the ability to climb, jump, use a weapon. Also to use IK for controlling hands.

Character controller is just very easy to code with, but I think that trying to match the speed with the animations along with directions will be a pain.

Any thoughts?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by theANMATOR2b · Mar 23, 2016 at 04:01 PM

A couple things to consider -

How much character movement will be done - where the player is looking down at the ground - to see if any movements are sliding or not 100% exact?

Will the player be performing A LOT of locomotion movement/actions while looking down where the feet can be seen?

Have you performed any research on similar games? The first one that comes to mind is Aliens Isolation - which had visible body FPS. I think there were some sliding in some of the rotate in place animations and some of the variable speed movements, but nothing that was completely terrible.

When you eventually start testing - consider including a couple in place animations that don't have locomotion to see how well the two setups control the legs with in place animations like side step, rotate L/R in place, and crouch.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image theANMATOR2b · Mar 23, 2016 at 08:18 PM 0
Share

Alternately look at this new asset on the asset store - Looks quite nice

https://www.assetstore.unity3d.com/en/#!/content/55598

http://forum.unity3d.com/threads/released-easy-ledge-climb-character-system-3d-platformer-kit.392567/#post-2566337

avatar image Zeoli theANMATOR2b · Mar 23, 2016 at 10:29 PM 0
Share

Thanks for the reply @theANI$$anonymous$$ATOR2b

I cant imagine the player would be looking down a lot, unless they really liked the ground texture :)

The only game I could think that displayed a body is $$anonymous$$irrors edge. This game wouldn't be parkour based, just climbing up ledges, ladders, walking narrow beams, running with walking being the default. I'll have to install Alien:Isolation again as I didn't notice any issues with the animation as I was playing.

We currently have a very basic walk animation being played when we move using a charactercontroller as it stands, the walk animation is not synced with speed (or the other way round).

I also want to utilise I$$anonymous$$ to move the hands and have the head move in a realistic fashion with the camera, both of which I believe to be possible with either choice of movement.

If I go the CharacterController route, I would use RayCasts to map out the edges and plot a route when doing any kind of traversing over or up an obstacle.

going the Root motion route, while I still need to plot a point to move to, i don't need to worry about syncing up animations.

I guess for FPS I should lean towards using a charactercontroller and legacy animation system, but utilise the AnimationController for blending movement and dictating what animation should be played at what point.

good route?

avatar image theANMATOR2b Zeoli · Mar 24, 2016 at 01:46 PM 0
Share

As a non-coding artist - I rely on mecanim and root motion - and imo it's a better system for getting accurate/realistic results. Not to say that code can't be setup to be as accurate as you describe. Results will be based on the amount of time dedicated to setting up the system and time investment in $$anonymous$$utely fine tuning each animation for every possible scenario.

Show & tell in the forum when you decide on a system and start seeing results.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Keeping characters within Fighting area 1 Answer

When Root Motion anims reset character position, collision objects are ignored 1 Answer

Problem with CharacterController, Climb Animation, and Root Transform Position Y 1 Answer

How to respect colliders in Animations with Root Motion ? 1 Answer

Odd FPS controller bug 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges