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Typhon

WIP Parkour System Unity3D

Question

Just wanted a sincere opinion and a criticism on my parkour system.

(The animations are a WIP don't mind them)

 

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Honestly, it looks a bit fake.

 

The arms look good, only issue is that the animation is playing too late. Other than that... it looks good :).

 

Great job!

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Hmm what would make it look a bit more organic? 

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You could try to add some head bob or delay(for camera) at that point when player grabs the edge, imo it would give that realism feeling.

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Hey Typhon I'm Isaak, programmer hobbyist. Looks quite fun as a game with the fast parkour climbing. The main thing about fps parkour is that the hands must be perfected.

 

Things you should look into:

  • Hands waving/shaking while in falling (in the air)
  • Timing of the edge grab.

All in all I really liked your preview since I've always liked parkour as a kid. If you need any help PM me or skype: myisaak123

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As Isaak said, hands should go up when airborne. The reason for that is to not have such a delay to raise the arms from his side after he theoretically would've already grabbed the ledge. Also, try smoothing the position offsetting. don't just snap to the grab position. Another thing is, try not to move your mouse (Shake your screen) so much when your talking about something, I personally exit videos that contains alot of shake talking, it's annoying hard to watch.

 

Other than that tho, it looks good

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Are you going to use a full Body character ? Because that would be an option to use Unity's IK System in Mecanim. 

Otherwise you could write your own basic IK Script that handles your "motion". You could combine this because if you grab somewhere near the corner he sould grab on the next edge of the object instead of grabbing in the air :d

But that would be in the future. Try to set the Timing in those actions right to fit with your jump. But I agree with the others - a good start to go.

Edited by Bomshi2

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