![burnin rubber 3 unblocked games burnin rubber 3 unblocked games](https://www.playfreegames247.com/games/images/burningrubber3.jpg)
If you add more layers, or change these, make sure to replicate these changes on your characters.įrom the inspector you can also customize the raycasts.
![burnin rubber 3 unblocked games burnin rubber 3 unblocked games](https://unblocked-games.s3.amazonaws.com/media/posts/44/offroad.jpg)
Basically how it works is that the controller is casting small rays all around itself, like tiny lasers.
![burnin rubber 3 unblocked games burnin rubber 3 unblocked games](https://64.media.tumblr.com/f49e7c774e2fa0981ff531ad60544c19/4d92c43814367561-13/s1280x1920/791f916872cc72d031ab535c925f186b73ad807a.png)
To handle collisions, the Corgi Controller uses raycasts, which you can see in the scene view when playing your game. You’ll be able to add or set forces to it, usually via Character Abilities, which will make it move. Its main function is to handle collisions, gravity and air behaviour, and basic movement. The Corgi Controller is at the heart of this system. Note that this is absolutely not a physics engine, this is not compatible with regular Unity physics, and if you’re planning on recreating Angry Birds, this will not do the trick. To do so, the engine implements its own “physics” : collision detection, movement, etc. The Corgi Engine was created as an alternative to physics based platformers, aiming to provide a tighter gameplay, faster, and more predictable than physics. In this case, these settings should have you set up : An example of RigidBody2D settings for your character Corgi Controller Your collider doesn't have to match the sprite's sizeĪdditionnally, if you want to use the ( experimental) basic physics interactions between the Corgi Controller and regular Unity physics, you can add a RigidBody2D to it. No material, IsTrigger set to true, the size that matches the parts of your character you don’t want to go through walls (possibly your whole sprite size, but not necessarily), and an x offset set to zero. Collider and RigidBodyįor the Corgi Controller to work, your character needs to have a BoxCollider2D component on it (even if it’s a 3D model). The asset includes examples of classic, sprite based characters, Spine powered ones, and 3D models. It can be 2D, 3D, it’s up to you, really. The system can work with any kind of character. Note how the Character Model is set in the Character inspector An example of a character with lots of nested parts. If you decide to go for the nested way, make sure you set the Animator and Model in the top level’s Character’s inspector. The engine can handle both setups, without any impact on performance or behaviour. A nested hierarchy will give you more control overall over things like squash and stretch, weapon attachments, rotating/flipping sub components, and will provide a better separation of logic and model. In most cases, unless you’re working with only a simple sprite, it’s best to have a nested hierarchy. The first, and most simple way is to have everything on the same level : An example of a Character prefab with everything at root level There are different ways you can choose to assemble your character.