# PROJECT TX - Control Improved! (lA2_RZ5bPII, 582s)

[Music] it's me named sunny welcome back to protect e^x today's video is a little bit different than than the usual because I'm not in the same places as before and I have cleaned up a little bit of the system and removed quite a few of the grab systems as well I pretty much removed most of the grab system just a very basic rub right now and I'm just walking around and testing my new character control system in this little area so there's actually three main elements that I want to talk about today which are all kind of invisible elements which is the main Pro main problem when trying to build a video when trying to make a video now you'll notice a lot of things here just simple physics objects as you can see when I pick things up the actual grab system pretty weak pretty broken right now and that's intentional I kind of removed anything complex from the crap system the three things that I'm talking about there is firstly ground control my ability to walk around the locomotion system and controls yeah you can see I'm clicking my triggers right now the hands don't animate nothing animates or anything like that now this is all ragdoll of course only little rag doll system the legs are obviously broken I have disabled all leg control like rag doll for now all leg collision because I've been working on this system here now the first thing I'm gonna talk about is the controls obviously the left analog stick moving a raft right and of course the locomotion activates as soon as you move around as well nice and easy right but I wanted to do something a little bit different to anything I've probably like done before where I wanted to remove all movement from the buttons so that means everything for movement is now entirely on analog sticks why because I want to have more context control contextual control over physics objects for example if you're holding an object in your hand you have two buttons on the hand I want both of those buttons to be usable for the actual physics objects now what's the point here the point is that both sides of the hands now left and right both have two buttons now because you're not using a button for jump you're not using a button for crouch or anything like that for your fake Crouch why do I think a fake Crouch is still needed if I was to crouch down right now I would touch the floor there's my actual floor right using the fake Crouch in the game I can actually reach below the ground which is nice and cool there we go trying that the the the VR tracking to see the cool thing here is that right analog stick which does obviously my left and right rotation it also does my crouch but this time it's actually a hold so if I hold the analog stick down I can control how much of a Crouch I want and there's a certain limit obviously this is the lowest you get right and going the other way around pushing the unlock stick up gives me a jump so that's the actual jump button now essentially that allows me to go down and then up using the right analog stick while moving with the left it's really cool because it means that all movement now is entirely on the analog sticks I'm just moving the analog sticks entirely to move all around it's really quite cool let's look at the next thing which is locomotion locomotion has been improved here what I wanted to do was take hybrid and start working towards a less analog feel so you can see here when I saw move there is no sort of slow down this time around it's nice and solid but it still has that smooth motion when jogging around it doesn't go stop stop stop right that's the major major issue here Fuller's had trouble with that so locomotion has been improved quite a lot now for the major improvement ground control you can see here a one major thing that I've changed from anything that I that you've seen before is obviously the way ground control works in this project normally when you do ground control for an object right when you want them to stand on the floor or anything like that you usually use a capsule Collider the problem with the capsule Collider of course is that it hits on short steps like this it hits the ground so you can't smoothly climb over like this leads to a bit of a problem because you're running a function to actually keep your body off the ground you get this looseness to the ground hold wear while you're swinging your hands up and down you can usually see the body sort of push up and down on the ground this happens especially most obviously when you're holding something heavy right like this if I'm holding something heavy you can see even then barely even move is my body up and down in fact I can't tell it's moving me up and down at all it isn't here when you hit on something like the flow you can see it doesn't move my body up and down until of course I push on it with enough pressure at which point I actually clamber over and you can see that really aids in climbing over something like that it really feels quite solid and quite smooth let's grab one of these clamber over here oh don't pull down we and of course I have handled friction a little bit better now as well now let's go look at the ragdoll system so the regul system has massively improved thanks to the way I'm handling ground now which is things like this things like this little gap here are now actually usable so you can see I've got full body collision right across the top you can see my elbows will right across from the head down to the ground but something as small as this tiny little gap I can still Columba right into it even though my body is colliding with everything including the ground because this is a full rag dog so I do clamber I do actually collide with everything including the ground so just crafting is a little bit of a problem usually but no longer a case no longer the case here the kunais part of this is I don't just have to be standing on like something like a little gap on the ground I can actually clamber into a cup like this you can see there right and not even that I can actually clamber into a cup right from something where I'm not even standing on the ground so here you can see completely off the top and there we go just Columba right in really really cool it really makes parkour and everything feel a little bit more solid and the locomotion has been improved massively to actually account for this as well where it used to be that if I clamp it over something like this and held the analog stick forward I would just shoot off because the runn system activates this has been changed massively now it actually knows when you've gone from a Crouch you can run on physics objects like that when you've gone from a Crouch for something a little bit higher the other cool thing is how you're able to things to push around on the ground so for example I'm standing on a physics object and I can use the wall to push myself along very much like human fold-flat style yeah that's like that's the ground control is really cool you can hop over things like this nice and easy or you can always just call right underneath them supa dupa dupa anyways that's about that I don't want to keep going on about these random things that you can't really see very much it's all about the feeling that you can get when you actually play it so I'm gonna try and get a demo of this as soon as possible now it's gonna take a little while to actually get something that's their mobile but you know how it is it'll eventually come anyways I think that ends this video pretty much there's nothing more to say other than I really hope I fix these bloomin grubs soon [Music] thanks very much for watching I know it's been a bit of a random video bit of a weird one where you can't really see the visual improvements the actual improvements that are going on behind the scenes but you know how it is thanks very much for watching goodbye [Music]
