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Fishing Rod Mechanic

Updated: Nov 19, 2019


I have been working on the fishing rod recently which has been a challenge at times as making the line look correct has been difficult. Initially I thought about connecting multiple cube meshes together with character joints but after experimenting I found that the results did not look the best. Next was to use a package made on the asset store that could create interactive rope but again the results were poor. Eventually I used the line renderer in Unity that could create a line based on two vector positions. The results were more similar to what I wanted so after a search on the Playmaker eco system I found an action that could spawn the line but then could also control the points along the line which allowed me to add a droop. The line spawn points are found using a ray cast to find the target hit and an empty game object for the initial position. These two points are then divided to find the middle point which is then interpolated over time to have an animated droop effect. I also needed to reduce the camera movement sensitivity and lock the player movement as when the line has been cast it cannot update fast enough to keep up with the player moving the camera causing the line to "hover" in place before snapping back to the rod start point. By reducing the sensitivity this bug is minimised but still visible. Now that the line was sorted the next would be the fishing rod itself. I needed the rod to both animate and also wobble based on physics, Itween was used to cast the rod forward and back and similar to the first approach with the line, character joints were used at the top and bottom of the rod to make it wobble based on the players movement. The wobble is limited in certain directions which is the reason why character joints were used instead of regular hinge joints. With the initial first stage of the fishing rod complete I can now move onto the fishing mechanic.

 
 
 

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