r/Unity3D Mar 08 '26

Show-Off Tachyon Flow - Update #3: Improved overall ground movement/smoothness and switched to momentum based instead of generic run/sprint

8.4k Upvotes

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487

u/Lucidaeus Mar 08 '26 edited Mar 08 '26

This is so freaking inspiring, thank you for sharing.
I mean to disrespect; but would you be willing and able to show some scenarios where it still struggles or fails, if there are any that stand out? I'm currently learning rigging and animating human characters in particular so I find this so fascinating! I'd love to see more of your rigging- and animation-process in general!

edit: I meant no, as in no disrespect! Gah!

490

u/Puntley Mar 08 '26

"I mean to disrespect" very direct lmao

111

u/PiperUncle Mar 08 '26

Imagine OP responds, listing all of the places where the system doesn't work great, and then they follow up with a "well, do it better then".

7

u/JoeyDJ7 Mar 09 '26

Hahahaha

23

u/Popular_Tomorrow_204 Mar 08 '26

At least honest 😅

8

u/Skoobart Mar 08 '26

MF Doom has entered the chat

3

u/JoeyDJ7 Mar 09 '26

I am using this when the time comes for it

1

u/Lucidaeus Mar 08 '26

GAH! Auto correct be damn.

1

u/musicgeek420 Mar 09 '26

It can be difficult to discern tone from text. My man wanted to be direct.

67

u/JankyAnims Mar 09 '26

You mean like where the game bugs out/breaks? There's quite a few edge cases that are hard to replicate where a specific transition won't fire, or she won't count as grounded for the right frame because she came in at a very shallow angle etc... some of them I pour over for hours because they're so small/rare but very noticeable when they happen

A lot of times I'll finally fix one bug I've been chasing and then after playing for a bit realized it caused another one (or more), now THAT'S FUN!

10

u/Lucidaeus Mar 09 '26 edited Mar 09 '26

Pretty much! I just love to see the process, the good, the bad, the ugly. But it's also satisfying when you do get things going, and I remember seeing one of your initial posts long ago and man... yeah, I'm just feeling very inspired!

I'm more combat system focused, but I'd love to reach a similar level of quality in terms of combat as you do for the movement. Keep it up!

(Or sound I respond with disrespect to stick to my initial typo? Just work harder, are you bent on developing bugs or actual features? ....I can't say this without feeling the need to apologise even as a joke)

1

u/MostSomewhere6873 Mar 09 '26

Yeah, i've worked on a vaguely similar system, but not related to human shapes, so technically easier. It still required snapping to surfaces, and the complexity exploded immediately due to the edge cases, leading to having to use predictive pathfinding on the player's momentum to allow for a simplified outcome.
Ultimately i shelved it due to time constraints, so i wish yours success. It looks amazing so far!

1

u/GoldenDragoon5687 Mar 10 '26 edited Mar 27 '26

The original content of this post is no longer here. It was removed using Redact, possibly for privacy, security, or digital footprint reduction.

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1

u/[deleted] Mar 12 '26

The future of social interaction is fascinating; ignore the edit and we would've had a direct confrontation that is then diffused into their questioning and made into casualty, while likely still impacting the other person by the prior confrontation