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Author Topic: 2D Platform Controller  (Read 22651 times)

JNAMobile

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2D Platform Controller
« on: July 23, 2013, 12:56:04 am »
2D Platform Controller


The 2D Platform Controller is a character controller for 2D and 2.5D platform games. It is an alternative to physics based or character controller based controllers.

The 2D Platform Controller works seamlessly with 2D Toolkit and includes a complete sample level built using 2D Toolkit.

Play the game HERE

or

Watch it on YouTube

Feature List

- Works with any colliders including mesh colliders.
- Handles sloped platforms.
- Simple model for adding your own platform types. Sample include moving platforms, ice, and conveyer belts.
- Double Jump, Wall Jump
- Event based animation with 2D and 3D samples.
- Many parameters to control how your character "feels".
- Works on mobile.
- Simple but effective mobile touch controller included.
- Full source so you can adapt as needed.
- Easy support for mutable hitboxes (e.g. characters who change shape, or can duck).
- Pass through platforms.
- Climbable ladders and areas (vines, etc).
- Ledge hanging and climbing.
- Wall sliding.
- Crouching and crouch sliding.
- Samples for enemy AI, fall damage, projectiles, etc.






dotty

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Re: 2D Platform Controller
« Reply #1 on: July 24, 2013, 01:23:44 pm »
2 questions. Does this work with tilemaps? Also does it use tk2dCamera or a standard camera?

evs

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Re: 2D Platform Controller
« Reply #2 on: July 24, 2013, 02:16:05 pm »
Hello,

It works fine with tile maps (Including 2.1 Beta 3 layers)

It will work with any camera, just need to adjust movement settings, gravity etc to suit


cheers

evs

dotty

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Re: 2D Platform Controller
« Reply #3 on: July 24, 2013, 04:53:36 pm »
I see that there's a sample scene made with tk2d. Could you export into a playable demo?

evs

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Re: 2D Platform Controller
« Reply #4 on: July 24, 2013, 09:38:49 pm »
Hello,

The link to the 2D Toolkit web player sample is in the original post!

It's http://jnamobile.com/samples/2DPlatformController/AlienSample.html


cheers

evs

flexation

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Re: 2D Platform Controller
« Reply #5 on: August 09, 2013, 05:24:38 pm »
I like it!  haha

Gonna have to add this to my list of 'wants'

hxsdup2

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Re: 2D Platform Controller
« Reply #6 on: August 14, 2013, 10:52:36 am »
good job,i like it  ;)

flexation

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Re: 2D Platform Controller
« Reply #7 on: August 15, 2013, 03:05:29 pm »
http://jnamobile.com/cgi-sys/suspendedpage.cgi


Their website is currently down...  Just an FYI before you purchase this.

evs

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Re: 2D Platform Controller
« Reply #8 on: August 15, 2013, 05:24:26 pm »
Hello,

Site was way out of date anyway (though I'm sure it will return), this forum thread is the best place  for info...

http://forum.unity3d.com/threads/173640-Released-2D-Platform-Controller

Also new version is out 1.7.0 (13th August 2013)

https://www.assetstore.unity3d.com/#/content/7381

BTW I'm not affiliated with this asset, it's just the dogs!


Cheers

Kaemalux

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Re: 2D Platform Controller
« Reply #9 on: January 10, 2014, 10:41:06 am »
Hello!
I'm trying the sample scene, but i got a problem. After some steps, the camera stops following the player: any suggestion about solving this? The package is nice, and i'd like to try all the feature, but i cannot completely test it with 2D Toolkit due to that issue. Could you gently help me? ^_^

Vaupell

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Re: 2D Platform Controller
« Reply #10 on: January 11, 2014, 08:47:38 pm »
 

Lovely, got it working.

Aparently there is an "Extra" package you need to unpack,
changes the alien prefab. 

After unpacking and adding the new prefab. it works fine.

« Last Edit: January 11, 2014, 09:08:28 pm by Vaupell »

hektac

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Re: 2D Platform Controller
« Reply #11 on: January 21, 2014, 11:36:51 pm »
Where is the "Extra" package located?  All I can find is the example of Unity's built in 2D system not 2D toolkit.

firebellys

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Re: 2D Platform Controller
« Reply #12 on: July 09, 2014, 02:47:04 am »
Can anyone give me some advice as to what is causing this? http://i.imgur.com/6b3e0Cf.gif

I am using the 2D toolkit for the tile map, which a 2D mesh collider that is default. my Sprite is using the full set of scripts for the character, Raycast Char Controller and Simple Char input. The collider is the box collider that gets added by default.

Anyone have idea why is shakes and falls through the floor? I couldn't find a perfect example with using the tile mapper from 2DTK and Platform Controller.

x8105

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Re: 2D Platform Controller
« Reply #13 on: July 17, 2014, 12:23:35 am »
happens when your ray/line casts are being pulled through the colliding floor, usually do to a rigid body set to non kinematic +gravity