@FanieG thanks for the help. I read all of those threads before posting the first time. But thanks anyway. What I ended up doing is to just set the player's Y coordinates to 1 above the elevator when the player is overlapping the elevator. The simplest solution always works. This isnt perfect atm but it can be perfected. I wil post a video of the solution in action as well as the commented script later.
PS Sorry for not replying that quickly Ive been busy with stupid exams.
@Kobusvdwalt9 - I think your game is different enough to be seen as a game on it's own and not a clone of alterego_dreamwalker. It will depend a lot on the puzzles in the game. How many different spin offs of Tetris do you get? With enough love and dedication your title will be able to stand on its own.
Well, I've downloaded it. Didn't like it very much, and there were some crappy bugs and such but I feel that Montez is now (in my mind at least) a really different game than what it was in the beginning.
I am thinking about an adventure puzzle game without any real world knowledge requirement and with really focussed puzzles with little filler (if that makes sense). A lot of emphasis will be on story also but the details will be posted later. I am just nailing everything down first.
Also I will try and be very open with the development process without spoiling any puzzles or narrative. The idea is to give a demo very early and build that up so that you guys can see the overall game quality take shape through the demo.
Comments
http://answers.unity3d.com/questions/147687/checklist-object-or-character-is-falling-through-t.html
and
http://answers.unity3d.com/questions/365705/my-character-controller-is-falling-through-everyth.html
and
http://answers.unity3d.com/questions/33683/my-character-falls-through-the-terrian.html
Is your lift's collider the trigger or did you create a separate empty gameobject for the trigger?
PS Sorry for not replying that quickly Ive been busy with stupid exams.
I am thinking about an adventure puzzle game without any real world knowledge requirement and with really focussed puzzles with little filler (if that makes sense). A lot of emphasis will be on story also but the details will be posted later. I am just nailing everything down first.
Also I will try and be very open with the development process without spoiling any puzzles or narrative. The idea is to give a demo very early and build that up so that you guys can see the overall game quality take shape through the demo.
@FanieG Thanks for the support and interest.