Setup for Ledge Grab Level

Chris Didier
3 min readApr 23, 2021

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Well now that we have finished our puzzles we are on to the next level for the 2.5D game. A level that requires your player to jump, flip, and grab onto a ledge to jump from platform to platform.

First, we are going to create a new project and create it as a 3D Project. If you are a FileBase user with GameDevHQ you can get the assets required for the level there or create something very similar yourself. Now we will want to select the 2.5D starter kit and load the scene. When the scene is loaded go to Window>Package Manager and search for Universal Render Pipeline and click install. Then create a setting folder and create a new Universal Render Pipeline Asset. Go to Edit> Project Settings>Graphics and add the new pipeline asset. Make sure to click save when complete.

Now that our scene is setup we are going to setting up our player. For now create a capsule and name it Player and give it the player tag. We will select the final version of the player later on. Our player will be controlled via a character controller so we will not be needing the capsule collider that is on it so remove the collider and add the character controller component.

Let’s start with what we know. Our player is going to have a speed, there is going to be gravity applied. The direction the player is moving. The player is going to have a set jump height, and we need access to the character controller. So if the controller is ground the player can move horizontally across that direction in real time. Our player will fall because of gravity. When the player presses space the player will jump the set jump height. Currently the player can spam the jump button, but this will change.

Now we will be selecting our character that we want to represent the player. Select your 3D model you want to represent your player. Create a empty object as a child to the player making sure the transform is at 0,0,0, then attach your model as a child to the child. Go back to your player and under the character controller adjust the center, radius, and height to fit the collider around your player model.

With that your player is all setup and ready for next time where we dive into animations for your player.

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Chris Didier
Chris Didier

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