Dynamic Parkour System is a FREE plugin for Unity that allows anyone to import any model and have an already working controller with parkour capabilities like in Assassin's Creed games.
Whenthe player is doing the jump from ledge the player is displaced some units from the original target position of the animation. Maybe is caused when I activate the Controller or Rigidbody.
I would like to port the plugin into a different game engine ( https://github.com/rbfx/rbfx ) but the plugin license is not compatible with MIT. Is there a particular reason in picking GPL-3.0 license? Does it mean that games using the plugin should be open-sourced under GPL license too?
Hey @knela96 i have been trying to implement a jump function where i can jump freely anywhere, but the problem is i don't know what exactly i have to do. I have messed around with the code but not getting a proper solution. Can you please help me out? Thanks :)
If you concatenate a drop animation if it does not end, it gets stuck in mid-air animation even though the character it's on the ground and should execute land animation
I've been using this code for a college project. I've been trying to get ledge-ledge jumping working but the character will just be stuck in place when I try. Previously there were error messages saying I needed to assign the hand and feet values in the Climbcontroller script. I couldn't access the hand and feet objects from the inspector so I set it to the Player prefab, because the models are in there. I also set the hand and feet values inside the player prefab itself to the hand and feet objects. I stopped getting the error but it still wouldn't work.
Hi! Your plugin is simply AMAZING, but the license makes it impossible to use for a real game since GPL3 require to open source all of our game if we use even one single script under GPL3, could change the repository to a more convenient end-user license like MIT? ๐ซถ
In the Vaulting Box animation the player in some situations, that I need to find, remains in Idle animation while is lerping the position to the landing point. (Maybe it's caused when the player spams to vault it before finishing the animation?)
If we change the height of the platform. Vault animation doesn't take it into consideration. The hand placement doesn't work and character goes through the platform