On my next game, I'll make sure to use unity's physics engine, if it's appropriate. Right now in 100RTBD I'm using a bit of both. Some of my game objects use rigidbodies and the engine calculates gravity, pull, friction, all of these things. Some of my objects are just moved around by translation commands and they're not impacted by anything else. It's a bit of a hassle to mix both of these things.

My TeraBit enemies, for instance, behaved quite weirdly if I just did their movement myself. They would jump up and then slam down, but they would clip through walls, stand on air, things like that. Adding a rigidbody made them unable to go through solid objects and the gravity pulled them down when they were above pits, but it took a bit of messing around.

Which one's better? Using Unity's physics or calculating everything yourself? Could I do enemies that walk on walls using the basic stuff? This is mostly why I tried to do physics myself with simple translations!

Currently working on: Boss fight with Defender D

Time spent on the project so far: 331 hours

Posted
AuthorJérémie Tessier