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tarodev

tarodev

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2D Controller v3 (Major release!)

Edited: 08/12/24

Greetings!

I've re-written the controller from the ground up to address some major problems which plagued v2. You'll find this controller much easier to implement and use within your games.

Major changes:
It now includes a Physics Simulator, which orchestrates time and fixed time between players and physics movers (like platforms). This ensures frame-perfect coordination between active bodies. The simulator will ...

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Project files for the UI Toolkit Primer

Video link: https://youtu.be/I1JcytXwXM4

At present, the environment and player model are not included. Once I receive feedback from the asset developers, I will update and provide the complete version.

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Ultimate 2D Controller

April 2023 Update:

  • Dash cooldown
  • Crouching and wall-facing bug fixes
  • Added an example custom controller to demonstrate overriding
  • Made the base controller easier to override


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Wall climbing & jumping + a bunch of bug fixes

It's been a while since the last update, so I thought I'd bring something sexy this time.

Pull latest and enjoy!

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Early-feature branch

I've just created a new branch where I'll be committing early features which are not ready for release. These features will most certainly contain bugs, so beware.
It will also not represent the final code structure and will generally be quick-fire code to test things out.

The first feature in the branch is wall sliding/jumping.

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2D Ultimate Controller V2 Released!

Please take note, this is a game-breaking update. Be sure to completely remove the old version before importing.


Changes:

  • It now uses velocity, replacing the old MovePosition. This provides a smoother experience and is much easier to integrate with the built-in physics system. For example one-way platforms, 2d effectors now all work with the controller.
  • An example sprite-sheet character is provided to show you how to get going with animat...

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2D Ultimate Controller v2 coming soon

I've rewritten it from the ground up to make it easier to use and extend. It'll have all the same features plus a few heavily requested ones.

Stay tuned!

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What would you guys most like to see from the channel?


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Initial slope implementation

I experimented with a range of implementation approaches. It's difficult finding a good approach which doesn't mess with other physics systems, like external forces or gravity. If I was just making this for myself I could of course chop and change it, but doing that here could mess with peoples games.

Right now it's messy at the apex of platforms (you can hear all the splats from the ground disconnects). The fix is to prioritize forward facing slopes and apply the correct downward force...

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New input system finally in

I've added compile directives so you're free to use both new or old. I'm Open to suggestions from New-input masters.

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One-time force effects from external sources

I'm just in the final stages of testing this before pushing. It allows you to easily apply forces to the controller (from explosions, swords, bouncers, etc). The force slowly decays after impact for a smoother repellent. 

You can also choose to make it additive or replace the current external force as well as reset the player movement before the force is applies for a more reliable reaction.


Let me know if there's anything else I should implement before pushing~ View Post

Discarded quaternions explainer

This was my original (buggy, incomplete) attempt at the upcoming quaternions video. I've since restarted it about 5 times aiming to simplify it and abstract some useless information. 

I've now decided to keep the mathy side of it to a minimal and explain how to actually use quaternions and what to look out for. Anyway, thought you might enjoy this unpolished, discarded version.

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Huge progress on slopes + moving platforms

I also added one way platforms in the latest push. I've almost finished testing slopes, but I just tested covid positive so I'll be taking a few days break to rest.

Won't be long


EDIT: I just realized I've been including a broken and old demo scene. I've just commit a working scene with moving platforms and one-way platforms. 

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Game server project files

Here are the files for part 1 of the Create a server for your Unity game using .NET Core video.

I'll update this post with the full project files after part 2. This will provide you with a fully working game + server, ready to go.


EDIT: Part 2 added. Even without Unity, it's a good little server starter. Hope some of you can make good use of it :)

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I pushed a minor bugfix + stability fix for the controller

While I'm working on moving platforms + slopes I figured I'd push a quick stability update. One major change is moving the velocity calc into fixedupdate. This may slightly change your jump behavior (just tweak the stats to get it back how you like it), but will be more reliable as a whole. 

Also minor fixes like preventing particles while moving on a platform and a NonAlloc bug which could have been a pain for some people. 


Won't be long with the goodies, sta...

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Moving platforms first draft

I thought I'd get this early draft out as I know a bunch of you are asking for it. It's obviously far from perfect but I'll be working on refining it.

I opted for an 'effector' system. So instead of handling platform login within the controller, it's handled externally and the controller simply polls for results. With this system we can handle a bunch of external events without cluttering up the controller, for example underwater, wind zones, boosters, etc. 

Just pull the la...

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Next controller features. Any requests?

Some possibilities: slopes, wall climbing & jumping, sticky feet (more grip when landing without input), moving platforms and other physics effectors.

I'll just tackle these at random unless there's an agreed upon idea.

I also have an fps controller which I'll be releasing to my tarobros only.


EDIT: Crouch added. Given enough speed you will slide and slow down gradually. The collider and crouch visual scale are adjustable.

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2D Controller using standard Unity Physics

Hey guys,


I've decided to only release this updated version to my patrons and not commit it to the public repo. It works with the standard unity physics system, using a rigidbody and boxcollider. It feels just as good if not better than v1 with the added benefit of it being much easier to use and interact with.

Heads up: it's a breaking change from v1, so if you've altered the code you'll need to manually make those changes on this new version.


You can ...

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A friendlier version of the 2D character controller

Hey guys,

I've come to realize the 2D controller is a bit too advanced for new devs to use in their game, so I'm converting it to use standard Unity physics. This will fix a whole bunch of bugs too (getting stuck in walls, falling through floors etc). 

In addition, I'll finally get to the extra features for the extended Patreon version. Stay tuned lovelies.

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FPS Controller (Early)

I'm working on an FPS controller now. I've worked out a bunch of good techniques I can also use on the 2D controller, too. 

Anyway, the arena looks dog-ugly, but the FPS controller feels pretty damn good! Have a try:

https://drive.google.com/file/d/1fDJbtEyiD39H3NskkVPyumLRO43twk3z/view?usp=sharing

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Double jump & Dash

You can grab the source and prefab from here:

https://drive.google.com/drive/folders/1TY3PZhL-tKfRi2wF7nz2CPfQtXSsl2nH?usp=sharing

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Drew this little robot arm for the next visualization

Is it obvious what it's about?

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This is what happens when "It should be a quick one, I don't need structure" turns bad

This bowl of spaghetti is the result of the upcoming sine wave video. It's as ugly in the back as it is pretty in the front...

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Upcoming video...

Welcome to my very first patrons! I appreciate it guys <3

Next video: Sine waves

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A little Bezier curve editor

I've attached the code which evaluates the curve point. It supports 2-unlimited control points.

I'll keep updating the video as it's improved.

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Well... I made a Patreon

If you're seeing this: Thank you for supporting me. With what started as a simple passion to teach, I now believe can be a way of life due to people like you. I appreciate it... Feel free to come into discord for a chat. I'd love to meet you :)

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