There is a CustomCharacterController class also in the playground, which is the parent class of ThirdPersonCharacterController.
So it’s easy to create a FirstPersonCharacterController, which I envisioned replacing with a UniversalCamera instead of FollowCamera, but I’m not interested in implementing that right now.
One glaring issue at the moment is that the Physics Character is moving without the orientation changing to the direction it is moving in.
I don’t currently know how to accomplish this without changing the camera orientation.
Where were you a year ago when I started working on my game?
In all seriousness, great work though! I’ve implemented something similar for my game (CosmoKick.io), with most likely more complicated solutions that it needed to be.
Twin stick shooters use 2 sticks: 1 for direction, 1 for shooting orientation. It’s pretty standard when you had a pad and 2 mini sticks. I’m not used to this kind of gampleay on a phone, so there might be better solution.
Virtual Joystick is only used to provide the ability to move on a mobile device, in the absence of other available inputs.
I don’t have a complete idea for a game yet, so I’m just going to try to implement various demos first. but I’m probably leaning more towards an open world rpg, running around.
The PhysicsCharacterController playground inspired me, but it changes the camera rotation during left and right movement, causing the trajectory to curve when I move horizontally, and I’m currently leaning towards manually adjusting the camera orientation.
Ohh and by the way for the orientation issue I implemented a work around, where I make the player mesh “face” the camera and the camera target is an invisble mesh.
There is a public repo I shared in the discord almost a year ago, feel free to check it out, might give you some ideas. I also have the mobile controls working pretty well.
Hopefully my variables aren’t too confusing
I can look through your thing and implement similar behavior if that’s too complicated and if that is what you want - camera can move freely, mesh \ player smoothly rotates itself towards input target.
P.s. changed some variables to make more sense, conceptually still should work.
Thank you very much, your code has inspired me very well.
After many attempts, I added a TransformNode for character position synchronization, added a lookTarget for FollowCamera tracking, and displayCapsule for rendering rotation. So far the character is facing the direction of movement.
playground: