I wanted to suggest changing the way jumping is handled. I believe right now that the jump is Vector3.up * force essentially, but I was thinking that it could be done with gameObject.transform.up. This essentially gives it the local "up" to match the surface and rotation of the juggernaut.
It would fundamentally work the same way it currently does, but instead of jumping "true up" it would push the player in the direction opposite to the surface they're standing on. View my ms paint attachement to see what I mean, the arrow indicates the direction of the jump. And the line that I'm referencing to is attached as well (591 MechaController.cs).
I had this thought when I was playing, I tried to climb onto a building and got stuck on the wall (I got off by just kinda wriggling around). I kept jumping expecting the legs to "push" me off the wall but it just wasn't doing that. I think we see Shin a fair bit use the juggernauts to jump off slopes directionally in the anime.
I do want to note and say that you might have to consider that the jumping system being changed like this would interact with the player's ability to climb certain slopes, if they jump it'll push them away from the slope and that might not be quite what the player wants. Either way, I think the jump bieng local transform.up instead of Vector3.up is worth thinking about.
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by ranger_halt
I wanted to suggest changing the way jumping is handled. I believe right now that the jump is Vector3.up * force essentially, but I was thinking that it could be done with gameObject.transform.up. This essentially gives it the local "up" to match the surface and rotation of the juggernaut.
It would fundamentally work the same way it currently does, but instead of jumping "true up" it would push the player in the direction opposite to the surface they're standing on. View my ms paint attachement to see what I mean, the arrow indicates the direction of the jump. And the line that I'm referencing to is attached as well (591 MechaController.cs).
I had this thought when I was playing, I tried to climb onto a building and got stuck on the wall (I got off by just kinda wriggling around). I kept jumping expecting the legs to "push" me off the wall but it just wasn't doing that. I think we see Shin a fair bit use the juggernauts to jump off slopes directionally in the anime.
I do want to note and say that you might have to consider that the jumping system being changed like this would interact with the player's ability to climb certain slopes, if they jump it'll push them away from the slope and that might not be quite what the player wants. Either way, I think the jump bieng local transform.up instead of Vector3.up is worth thinking about.
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by ranger_halt