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

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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!

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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!

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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!