I’ve been making a basic-ish 3D platformer, and it’s got to the stage where I’m going to implement a ledge grabbing mechanic.
I’m not looking for anything too in-depth; I pretty much plan to have the player grab a ledge when you hold a button while falling (similar to Tomb Raider), so when you let go of the button you’ll fall, and when you press jump, you’re launched up into the air. However I don’t plan to have any ledge climbing/shimmying, so it’s not overly complex. You simply grab, and your options are to either jump up, or drop down; no side to side movement.
I’ve been looking up the video tutorials by Crocopede and the work Alex3d did in the past where they use trace by channel/ trace for object methods, but I’ve also seen the easier method with colliders manually placed around geometry which might be all I need for my basic level of edge detection. From my basic knowledge, the trace methods would be good, but I don’t know if it would work on floating moving platforms as I don’t know if it would trace for a floating ledge above the player. And regarding colliders, I don’t know if it’ll work on moving objects as they’d surely need to be a child of the actor but might be a bit weird. In short, the moving platforms are kind of key to making the right decision for the whole mechanic
Does anyone have any helpful advice for this or what might be the best course of action before I get too bogged down in the wrong direction. And if I go with traces, what’s the key differences/pros & cons between Crocopede’s trace channel, and Alex3d’s trace for object?