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Question by skycladobserver · Dec 01, 2017 at 06:34 PM · collidercharactercontrollercollision detectionactionadventure

3D combat in Unity 2017

My thesis involves making a 3rd person Action Adventure Hack and Slash game. Been developing the game in Unity for almost a year now, and it's been a pain, especially collision detection, character controller, AI, and animation. Using StateMachineBehaviours is wonky sometimes as well. I had to use underhanded solutions to get my desired behavior that is not even as accurate as I want it to be. Is Unity really bad with Kingdom Hearts/Devil May Cry-esque combat, or am I just missing something? Not to rile up competition but is UE4 better for this considering Kingdom Hearts 3 and Tekken 7 used UE4?

Thanks in advance!

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Answer by Infern02k · Dec 01, 2017 at 07:36 PM

Personally, I've used UE4 a lot before, and it is easier to make games such as FPS, parkour, and similar games to what you've mentioned. It provides the necessary character assets in order to do so with minimum effort in comparison to Unity. But, then again, that's up to you and both game engines are good.

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avatar image skycladobserver · Dec 01, 2017 at 07:58 PM 0
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Ooooh, interesting. I can see how Unity works for a lot of game genres, but for games with melee combat, especially fast-paced ones with fairly accurate hitboxes, man does it feel wonky, at least in my experience. Moving colliders screws the physics engine, so I had to use a character controller, which sucks because it's an unrotate-able capsule collider. I've considered using triggers for better collision detection, but that takes too much time to make. I'm quite surprised Unity does not have enough support for this genre, that's why I'm left with this feeling of "am I doing something wrong?"

Oh well. I'll try out UE4 by the time I graduate.

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Answer by RRisCool · Apr 09, 2018 at 07:02 AM

Oh Unity... how cruel are you gonna be...

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Answer by NorthStar79 · Apr 09, 2018 at 08:53 AM

if you need fast-paced and accurate collision detections, just enable "Interpolation" on rigidbody here an SS for you : alt text

if this one still does not solve your problem. just decrease your physics time steps by Edit>Project Settings>Time>Fixed Timestep it should be "0.02" change it to "0.01" . here an SS too : alt text

if this one does not solve your problem too, then you are doing something else wrong too. I have seen fast-paced games made with unity, it is totally capable.


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