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Your body just knows what to do, because it has evolved to do so. Because of this when you pick up a hammer and you try to hit a nail you don't have to take half a dozen practice swings trying to zero in on what you're trying to hit, and it takes hours of training to become good at judging that distance in the first attempt. It's one of our most fundamental evolutionary advantages over other species on this planet, because it's what makes the use of a weapon or tool possible. It doesn't take into account that in order for a game to be realistic the characters in it should behave realistically as well.įor example humans have a kinsethetic sense, which means for any object they wield they are able to immediately grasp it's dimension and weight as though it is part of their own body. The problem with the concept is that their interpretation of realism stops at the wrist of the character. If the hit collider is something that you can damage- then it's pretty straight forward.īut that's just me, I'd be curious to see what ideas you all have or tips from people who have already worked on melee systems before. Meaning, when a character attacks you'd check a set distance in front of you with a raycast, and return what was hit. The method that I feel like would work better though is distance checking, or raycasting. If you're swinging something like a sword then you could possibly trigger a hit at the onset of your swing animation when, arguably, there shouldn't be any force behind the swing. The first is to check and see if a hit (melee strike) has connected with a specific collider? To me, that sounds like a fairly unreliable system that has to take a lot of things into account. When I think about it though I usually come up with two different solutions. This has been something I have been thinking about for a while, but haven't had a good reason to build yet.īut it just feels like there's a ton of different ways to go about it. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine.