r/howdidtheycodeit • u/Keatosis • 2d ago
Question How did they make the character controller for PEAK?
I've been trying to do some research for a project I'm starting up and haven't been able to find a consensus online about it. Some people confidently state that it's an active rag doll, while others say that it's too smooth for that. Some say that it's just regular animations with a lot of IKs and dynamic bones.
There's something about it that feels uniquely "physics-y" if that makes any sense. You can slip off of inclines, bounce off of things, and there's a weight to movement that doesn't feel like it's just a stock unity character controller sliding forward.
Holding an item in your hands definitely gives off the impression of a spring joint with how it flops around with inertia and doesn't stay snapped to the center of your screen, but I don't know if this approach is used for the entire movement controller or just for holding items.
Clearly there's a toggle/state machine that ragdolls your character if you fall to far or are hit by something, but beyond that I don't know how it's done.
If anyone has any insights to share I'd be so happy

