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One of the the things we’re working on in our game is the ability to maneuver the real world in a number of ways. One of those ways is ledge climbing. If I reach the edge of something that’s climbable, can I climb it? I identified a few conditions for ledge climbing:

 

  1. Anything should be climbable if it can be
  2. I don’t want to put scripts on “climbable” objects
  3. I don’t want to put climbable objects in a separate layer
  4. I don’t want to use a specific tag to identify climbable objects.

 

Hence, I had to answer the fundamental question: “What is a climbable ledge?” I’m a big believer in the concept of visualization in game design for diagnosing what’s going on, so I started off with a simple system.

I used the Drawing Debug Extension¬†plugin for actually drawing small arrows at runtime as part of my main loops rather than my OnDrawGizmos loop so that I could see what was going on. My initial step was to pick two spots in front of the player under my player’s hierarchy:.

Once my ledge detector initialized, I interpolated 10 points in between those two points and used those to trigger 10 downward raycasts.