So, this is going to sound a bit weird, but for my 2D game, I’m making a 3D version alongside it. I’m doing it for the cutscenes, which are going to be pre-rendered recordings of me playing back things in the 3D thing, but with augmentations to animate everything.
I know completely well that doing a fully dynamic engine would work well, and it does, but my main problem is that I go for a bit more realism for it, as the 2D version delves mostly into realism; I kinda need it for the 3D part.
Unfortunately, doing that in full dynamic just sucks. I want a bit of slippery, but not much slippery, so I set the dampening high; then I don’t fall well. And finally, I was like, “I could have the grounded state have custom dampening, then switch to dynamic for the mid-air stuff. Unfortunately, doing kinematic rigidbodies is quite hard, as everything requires a check to work. I can’t figure out how to add some of the things that are quite important, like slopes and walls. The more I do, the buggier it gets, so I’m getting kinda scared to touch it.
Does anyone know how to fix this?
Scene: PlayCanvas | HTML5 Game Engine
Code: PlayCanvas | HTML5 Game Engine
Note: When in dynamic mode, your inputs don’t affect movement quite as much as it does in kinematic mode, since dynamic is meant for the air, where you aren’t supposed to be able to adjust your movement very well, but you still can, just a little bit.