I’m currently working on a system where I’m trying to simulate torque to turn the player character’s velocity. Imagine the character is using in-line skates, or skis. In these situations, they cannot just turn instantly (unless still) but instead will have a slower turn at faster speeds.
The standard implementation for character movement obviously consists of applying a forward vector (either of the character or their camera) via Add Movement Input - and the same again for a right vector. These get added together and modified throughout the rest of the Character Movement component’s logic eventually resulting in their location being updated.
I’ve been thinking about this problem for a short while now, and trying to come up with the best solution.
Has anyone else tried something like this before? I’d like to avoid using the simple wheeled movement component if possible. I may eventually look to swap over to this, but for now I’d like to see what results I can get with a standard character movement component.