Hello to the forums!
And dear god hopefully someone can help me a little on this :/
I'm quite new to unity, only being aware of it's existence for little over a month and with only a dismal scrap of a game to my name. And I of course made my next project for uni as hard as possible by passively absorbing Super Mario Galaxy 2 gameplay into my subconscious.
I need to set up a scene where I have one large planetary mass which creates it's own field of gravity.
I need to have a character object that can traverse the planet sticking to it's surface. And by stick, I mean remain feet-first on the surface.
Likewise I need enemy ai objects that can chase the character, but I'm sure I can work that out on my own steam.
I want the gameplay to be limited to a 2D platformer with 3D graphics, thus restricting the movement controls to forwards, backwards and up(jump).
Being able to jump between planets would be nice, but is optional.
Research that I have done includes Podperson's faux gravity thread
Where I got the whole system to work, (I really loved how well they worked)
Except that the character controllers consistently caused objects to launch themselves into orbit or even to fall off of the base of the planet for no particular reason. It was very difficult to control where the character was going, and that's precisely what I need to fix first.
The whole basis of the game that I'm trying to create is based of of a little physics notion that if you got everybody (providing there was enough collective mass) on the planet to walk in one direction, it could affect the rotation of the earth. It's based in Newton's third law, that for every action there's an equal and opposite reaction. (Yes, I know it's rather unlikely and full of conjecture, but the thing is in a game, don't sweat the details)
Essentially, I've been running round the forums and testing and tweaking snippets of code. I've included a small picture diagram of what I'm trying to achieve, rotation of the actual planet isn't necessary for in game, I can make cutscenes illustrating that point.
You're the yellow thing and you run. Fast. Carrying delicious bait.
Can anybody tell me how they've gotten characters to be properly controllable when working under faux gravity constraints?
Or do I have to try a more realistic approach and recalculate the individual y axis for the character?
And if so, any help?