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Development Roadmap
C.J. Kimberlin edited this page Jun 14, 2015
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#Unity 2D Platformer Controller v0.4.0 Features Plan#
Crossed out items means this feature has been implemented and is now available in the develop branch.
- Add toggle to change between time or frames for determining durations in the editor.
Wall slide acceleration and max speed instead of constant speed.Falling deceleration when over max fall speed instead of clamp.Remove dependency of Rigidbody2D.Add time scale setting for individual slow downs/speed ups.Add support for slopesAdd support for moving platforms.Add support for one way platformsMore demo scenes that show different ways that Unity 2D Platformer Controller can be used.Add slight (tweakable) grace period after walking off an edge that a player can still jump (without using an air jump).Add minimum distance to keep from catching on edges (like skin width on Character Controller).Add read only useful information based off current settings. Such as max horizontal jump distance.Customize angles of wall jumps with a slider in the inspector.Add configurable checks to tell the motor to not bother for one way platforms, edge catching, or slopes.With all the various features being implemented the motor is getting more and more expensive to compute all the ray/box casts. General optimizations should be made (maybe smart assumptions).Allow number of iterations for more smooth motion.
#Future Feature Ideas#
- Fix over shooting due to always moving the allowed time step.
- Create more customizable default controllers for people to drop in their game for immediate support.
- Add in a point driven controller. Could be used for touch or by AI to make the motor go to a certain point.
- Remove assumption that gravity is always -y.
- Add support to set individual gravity for the motor.
- Add easing function support to as much of the motor as possible (acceleration, jump, skidding, anything).
- Add a 'dash along slope' dash option.
- With dependency of Rigidbody2D gone, create extrapolation and interpolation.