For learning porpouses and a challenge to make a complete 3D platformer from scratch
[Keyboard]
WASD - Movement
Mouse - Camera
Q - Aim mode
LMB - Shoot
E - Action (wallrun on checkboard walls)
[Joystick]
Left Analog - Movement
Right Analog - Camera
LTrigger - Aim mode
RTrigger - Shoot
East Button - Action (wallrun on checkboard walls)
- 3D Modeling Character
- Exported to Mixamo
- Customized animation from mixamo in Blender
- Setup animator in Unity
- Created city buildings (50+ models)
- Created Props for the city
- Learned how to bake atlas, 50+ materials to 5.
- Imported to unity together with LODS
- Created custom shaders to properly fit the blender models
- Trees has been made
- Skybox has been made
- Character movement based on physics
- Moving with the camera rotation
- Aiming system
- Shoot prefabs, decal based on target normal, pooling system
- Cinemachine virtual cameras from third person to over-shoulder while aiming
- Fall Clamp Velocity
- Super Jump, Run, Jump, Shoot
- Climbing Stairs and any obstacle without applying external forces while moving with rigidbody.velocity
- Intercheable dynamic physics handling, from MovePosition to Velocity depending on situation
- WallRun mechanic (missing animation :c)
- Detect, climb and descend slopes (ongoing)
- Propes for custom reflections
- Buildings in Distance creates bokeh effects (made in photoshop)
- Dithering when changing LODS
- Post-Processing (Bloom, Occlusion, Volume, etc.)
##To-Do
- two Enemies and a Boss (Blender - Unity)
- Ai, Pathfinding
- Gravity per Object system
- Car Controller, Flying Controller (ongoing)
- Semi Automatic Camera (Free mode idle, Auto Aim on movement)
- WallRun Camera (Look at next platform)
- Shoot VFX projectiles (can't wait to learn vfx and upgrade my lacking of photoshop skills)
Any doubts on the ongoing project, just mail-me: maiksonmendes1988@gmail.com or maiksonstrife@gmail.com