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This question was closed Jan 10, 2016 at 07:10 AM by Le-Pampelmuse for the following reason:

Too subjective and argumentative

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Question by HenriMD · Jan 09, 2016 at 10:44 PM · systempositioninglogicedgeclimb

What is the best simple logic for a climb system

Hi everybody. I am trying to make the player climb the walls.

I want at least to make a little and simple climb system: I made the player jump and grab the edge i've detected. but I got problems to make he climbs. The axis of the animator, i mean, the root, or where the collider will be is the problem.

  • When i press E for example, near a wall, he grabs the edge;

  • Now he should climb:

I am using the Animator.applyRootMotion because i thought it would be easy to change the player position (with the animation). But i didn't got it working well: this logic isn't good...

MY QUESTION IS

WHAT SHOULD BE THE BEST LOGIC (and/or how to do it) TO MAKE THE PLAYER CLIMB AN EDGE AND TO POSITION CORRECLY ???

Thx! :D

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avatar image LMan · Jan 10, 2016 at 04:13 AM 0
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What is not working well? What behavior do you want?

avatar image Le-Pampelmuse · Jan 10, 2016 at 07:09 AM 1
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Hi. Unity Answers is not a discussion forum. Please don't ask HowTo questions.

You can read the respective section in the FAQ.

You can google your question or search Unity Forums(which is the right place for discussions) directly.

Unfortunately this question has been published by a moderator already, which shouldn't have happend. But that's the side effect of community-edited forums.

avatar image HenriMD · Jan 10, 2016 at 07:27 AM 0
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I've used Vector3.Lerp to move player to the edge point. To climb i don't know how to do it because of the charactercontroller's collider. If I play the climb animation the collider won't be at the right place.

I would like a smooth behavior, if we want to compare, like Batman Arkham. In Batman, he climb directly, I would like to do a grab, and then climb(pressing button again, or another one).

avatar image LMan HenriMD · Jan 10, 2016 at 07:41 PM 1
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Try setting the collider to be a trigger while you are in the ledge behavior. Using curves on animation clips can inform when it's okay for unity to move the transform during an animation. This can help making the animation and movements work well. Remember the faster things move, the less exact they need to look.

avatar image jonnytracker · Jun 22, 2020 at 12:51 AM 0
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Looking for this answer as well

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