Personal Project
Duration : 10 days
Source Code : https://github.com/nniodil/Full_Body_FPS/blob/main/Scripts/PlayerController.cs
Gameplay :
Project Overview:
This project is a full-body first-person movement prototype, showcasing advanced player control mechanics and animations. The demo focuses on responsive controls and dynamic character interactions within the environment, emphasizing smooth and immersive gameplay.
Skills and Knowledge Applied:
Advanced Movement Mechanics:
Character Controller Integration:
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Implemented a CharacterController component for precise player movement control.
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Designed movement algorithms to handle player input effectively, ensuring smooth navigation through the environment.
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Dynamic Animation Integration:
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Integrated complex animation transitions based on player actions (walking, running, strafing, jumping, crouching, sliding) to enhance realism and gameplay feedback.
Environmental Interaction:
Gravity and Jump Mechanics:
- Engineered gravity and jump force calculations to simulate realistic vertical movement.
- Implemented jump animations synchronized with player input and environmental constraints.
Crouch and Slide Systems:
- Developed crouch and slide mechanics, allowing players to adjust character height and perform dynamic slides through terrain.
- Programmed smooth transitions between crouch, slide, and standing positions for fluid gameplay.
Visual Feedback:
Camera and Player Positioning:
- Implemented a responsive first-person camera system with adjustable sensitivity for smooth camera movement.
- Integrated visual feedback mechanisms, including character model rotations and position adjustments based on player actions.
Technical Skills:
Unity Engine Proficiency:
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Leveraged Unity’s scripting API to optimize character movement and animation transitions.
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Utilized advanced Unity features such as Coroutine routines for managing complex animation states (slide duration) and player input.
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Debugging and Optimization:
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Conducted rigorous testing and debugging to ensure robust gameplay mechanics and performance optimization.
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Implemented script optimizations to maintain consistent frame rates and responsive player controls.
I did not create Assets.