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[SerializeField] CapsuleCollider capsuleCollider; | |
// Layer mask for world geometry. Make sure to ignore the player! | |
[SerializeField] LayerMask geometryMask = ~0; | |
// How high up above root the hands of the character will be | |
[SerializeField] float grabHeight = 1.75f; | |
// How far our horizontal rays go | |
[SerializeField] float horizontalDistanceCheck = 0.75f; | |
// How far our vertical rays go | |
[SerializeField] float verticalDistanceCheck = 0.75f; | |
// How steep the surface above the ledge can be for it to be considered a ledge | |
[SerializeField] float maxSlopeAngle = 20; | |
// Distance of the final capsule cast | |
[SerializeField] float capsuleCastCheckDistance = 0.75f; | |
// Buffer for our nonalloc physics checks | |
Collider[] collisionResults = new Collider[20]; | |
/// <summary> | |
/// Searches for a ledge in front of this object's transform. | |
/// </summary> | |
/// <param name="ledgePoint">Point on the ledge we want to grab</param> | |
/// <param name="ledgeNormal">The normal of the ledge point</param> | |
/// <returns>Returns whether a ledge was found or not</returns> | |
bool TryGetLedgeGrabPoint(out Vector3 ledgePoint, out Vector3 ledgeNormal) | |
{ | |
// Set our out variables | |
ledgePoint = Vector3.zero; | |
ledgeNormal = Vector3.zero; | |
// Check if the space over the top of our head is empty | |
int hitCount = Physics.OverlapSphereNonAlloc( | |
transform.position + new Vector3(0, grabHeight, 0), | |
capsuleCollider.radius, | |
collisionResults, | |
geometryMask, | |
QueryTriggerInteraction.Ignore | |
); | |
// If we hit anything at all, abort | |
if (hitCount != 0) | |
{ | |
Debug.DrawLine(transform.position + Vector3.up * grabHeight, Vector3.up, Color.red); | |
return false; | |
} | |
int verticalHits = 0; | |
// Horizontal rays to check above and over the ledge | |
for (int i = -1; i <= 1; i++) | |
{ | |
Vector3 origin = transform.position + new Vector3(0, grabHeight, 0) + transform.right * capsuleCollider.radius * i; | |
if (Physics.Raycast(origin, transform.forward, horizontalDistanceCheck, geometryMask, QueryTriggerInteraction.Ignore)) | |
{ | |
// Exit if it's not clear | |
Debug.DrawRay(origin, transform.forward * horizontalDistanceCheck, Color.red); | |
return false; | |
} | |
else | |
{ | |
RaycastHit hit; | |
// if no hit, cast down from the ends of our previous rays | |
// Move origin to the end of the previous ray | |
origin += transform.forward * horizontalDistanceCheck; | |
if (Physics.Raycast(origin, Vector3.down, out hit, verticalDistanceCheck, geometryMask, QueryTriggerInteraction.Ignore)) | |
{ | |
// If end hits, check slope. | |
if (Vector3.Angle(hit.normal, Vector3.up) < maxSlopeAngle) | |
{ | |
Debug.DrawRay(origin, Vector3.down * verticalDistanceCheck, Color.green); | |
verticalHits++; | |
} | |
else | |
{ | |
Debug.DrawRay(origin, Vector3.down * verticalDistanceCheck, Color.red); | |
} | |
} | |
} | |
} | |
// We want at least two hits. | |
// This is sort of arbitrary, but one missed hit is usually acceptable. | |
if (verticalHits < 2) | |
{ | |
Debug.Log("Hits failed"); | |
return false; | |
} | |
// Capsule cast to find the ledge point and normal | |
// 1 sphere above the character | |
Vector3 capsuleTop = transform.position + (capsuleCollider.height + capsuleCollider.radius * 2) * Vector3.up; | |
// 1 sphere behind the top sphere on the character capsule | |
Vector3 capsuleBottom = capsuleTop - Vector3.up * capsuleCollider.radius * 2; | |
capsuleBottom -= transform.forward * capsuleCollider.radius * 2; | |
// 45 degrees down from forward | |
Vector3 dir = (Vector3.down + transform.forward) / 2; | |
RaycastHit capsuleHit; | |
if (Physics.CapsuleCast( | |
capsuleTop, | |
capsuleBottom, | |
capsuleCollider.radius, | |
dir, | |
out capsuleHit, | |
capsuleCastCheckDistance, | |
LayerMask.GetMask("Obstacle", "Ground"), | |
QueryTriggerInteraction.Ignore | |
)) | |
{ | |
// Success! | |
ledgePoint = capsuleHit.point; | |
ledgeNormal = capsuleHit.normal; | |
return true; | |
} | |
else | |
{ | |
Debug.Log("Capsule hit failed"); | |
} | |
// No ledge found | |
return false; | |
} | |
// Example usage | |
void DoLedgeCheck() | |
{ | |
Vector3 ledgePoint; | |
Vector3 ledgeNormal; | |
if (TryGetLedgeGrabPoint(out ledgePoint, out ledgeNormal)) | |
{ | |
// Assumes the capsule collider's bottom is at the transform's origin | |
// Move the capsule down so that it meets the ledge at ledgeHangGrabHeight | |
Vector3 targetPoint = ledgePoint - new Vector3(0, grabHeight, 0); | |
// Move the target point away from the ledge so our capsule will be flush up against it | |
targetPoint -= transform.forward * capsuleCollider.radius; | |
transform.position = targetPoint; | |
// Look in the opposite direction to the normal | |
// We want to hang down from the ledge so we strip out the Y component | |
transform.rotation = Quaternion.LookRotation(new Vector3(-ledgeNormal.x, 0, -ledgeNormal.z)); | |
// Exercise for the reader: Add some easing to make it nice and smooth! | |
} | |
} |
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