Summary
We brought you a solution that will allow you to do what raycast alone cannot do. With this solution your character will be able to climb on bosses, mosses and etc through the geometry of the mesh. What differentiates this package from some others is that the player is well fixed in meshes in deformation, it has an event system, walk/run in meshes in deformation, among other functions.
The player's movement logic in the climb can be chosen by you, thus, just adding and configuring the climbing components to the player and the mesh of the climbable region of your boss. As the player moves close to the mesh surface, the engine automatically locks the player to the mesh geometry.
There are few games in the world with this boss climbing mechanic, with this solution you can create your own unique adventure game.
Feature requests, support and more package videos at Discord server support.
Features
Climbing types
Why choose this package?
Generally other climbers were not created for climbing on deformation mesh, but for climbing on static objects or climbing as a child of another object's pivot. With this package it is possible to climb objects from their mesh, that is, if your object's mesh is deformed by animation or another mechanism, the character is very firm on the surface of the mesh and normally follows the deformation. Usually this type of climbing is used for climbing monsters like dragons, giants, colossi and others who always move their limbs and body parts by animation. Another feature in addition to climbing, is that it is possible to make your character walk firmly on the surface of the monster, that is, even if the monster is moving, your character can walk on its surface without letting go or sliding. These types of results are only possible through theories and geometric calculations in which the package performs to obtain the highest performance and keep your character firm in the monster mesh.