Hi, I’ve been experimenting with various FPS controllers in the last few weeks but I’m not satisfied at all with them.
I know that the main solutions to this problems are:
- Using a non-rigidbody controller with full control on movement
- Using a rigidbody controller
As we all know the non-rigidbody type is a mess with physics and collisions, while the other one gives “its best” with the impossibility to control movement without consequences on the character physics.
Isn’t there a way to code a controller which merges the good parts of booth?
This question sounds a bit stupid but I’d love to see in unity a proper fps controller.
As an example I’d like to mention the half life first person controller: it works nice with physics and collisions yet the movement doesn’t rely on physics.
How can I achieve this kind of FPS controller?
How is movement achieved in any other game “with a character”?(fps or not, like mario 64)
Thanks!