2D Platformer Hunter
Features video links here
I’ve also made a short level with it
Implementation of a raycast-based 2D platformer controller in Unity.
Extended from Sebastian Lague’s Creating a 2D Platformer series with more customizable options and better modularization.
Unity 2018.3.8f1 or later
How to install
- Add this package through Unity Package Manager with this link: https://github.com/ta-david-yu/2D-Platformer-Hunter.git
The code structure is based on a model that I call Input-Controller-Motor model. Each controller consists of three modules: Input, Controller and Motor. Each module can be replaced with user-customized module to achieve various gameplay mechanics.
- Input represents the brain of a controller. The brain can be player’s input or an AI. Waypoint navigation for moving platform is also a type of Input module.
- Controller represents the body of a controller. The body decides what a character can do, such as, double jumpping, dasing.
- Motor represents the physics law of a controller. For example, a character motor collides with obstacles; a platform motor can carry other motors or transforms.
Any other behaviours that do not belong to these three modules should instead be implemented in a different components and listen to events sent by three main modules. For instance, a sprite animation controller that changes sprite when a character jumps should subscribe to OnJump event of the CharacterController.
- Variable Jump Height
- On-Slope Movement
- Air Jump
- Wall Jump
- Climbing Area - Ladder/rope climbing behaviour
- Restricted Climbing Area - Users can separate the actual movable area in climbing state with the trigger area. Controller will be smoothly interpolated from triggered position to restricted area when entering climbing state.
- One-Way Platform - Add the OneWayPlatform component to the platform which you want it to be One-Way Platform
- Moving Platform - Including a node editor for editing waypoints.
- Dash - User is able to customize dash modules that can be applied to a controller.
- Jump Input Buffering - The jump input will be buffered for a period of time when the character controller is still in the air.
- Coyote Time - Also known as grace period jumping. It allows players to register jump input in a small period of time even after moving off ledges.
- Ledge Grabbing
- Wall Climbing - You can configure whether your controller slides on wall or climbs on walls (just like how Knuckles does)
- The collision layer of the raycaster on a controller should be different from the layer of the gameobject itself, otherwise you fly 😄
- More to be added 😄
rvros - Animated Pixel Adventurer https://rvros.itch.io/animated-pixel-hero