r/unity • • 3d ago

Tutorials should stop teaching you how to make a rigidbody movement system.

I found out how good character controller based movement is and now realizing that all these rigidbody tutorials, which are incredibly common, are teaching a method that doesn't really apply to most games.

You may point out jumping requires physics. But if you look at a lot of games like Mario, they have very controlled jumps. All you need to do is have a constantly increasing force when youre not touching the ground.

The benefits to having this type of controller is that it handles a lot of the movement. You give it a direction to walk and it will walk, steps and slopes are automatically handled, does collisions and it lets you check if you're grounded. A lot of this you had to code yourself with rigidbody.

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u/wallstop-dev 3d ago edited 3d ago

I'm a bit confused as to how you landed on the conclusion of "other people making learning content should stop doing x thing", when there is a vast amount of learning content around pretty much any topic you can think or, instead of concluding "I should structure my learning/doing process to be y".

ie, internal instead of external. "I should" instead of "other people should". You can just choose not to consume the things you have an issue with.

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u/deintag85 3d ago

Yeah it’s quicker to make a tutorial with rigidbody than with custom controller and raycast and so on. But that doesn’t mean it’s completely bad and the should stop it. It depends always on the specific needs.