So, some time ago I wrote about the mayhem involved in getting a non-axially aligned character controller to function in Unity.
There were tears, there were shenanigans. By the end of it, there was a functional end product... but with more experience, it's time to look back on it with a more critical eye. For one thing, wouldn't it be amazing if you could just use standard Unity Rigidbody and Colliders to solve your character movement?
It is, in fact, possible, and without all the shaking and falling through mesh colliders that - at least for me - plagued my earlier attempts at solving with that method in the past.
Read on!
There were tears, there were shenanigans. By the end of it, there was a functional end product... but with more experience, it's time to look back on it with a more critical eye. For one thing, wouldn't it be amazing if you could just use standard Unity Rigidbody and Colliders to solve your character movement?
It is, in fact, possible, and without all the shaking and falling through mesh colliders that - at least for me - plagued my earlier attempts at solving with that method in the past.
Read on!