Digging in to Multi-Climb
Digging in to Multi-Climb
This week was all about Photon’s Multi-Climb tutorial and gaining deeper insight into KCC and KCCProcessors. Fusion’s KCC is set up so that player input is treated the same as any environmental effect. An instance of the EnvironmentalProcessor collects a player’s input and feeds it into the pipeline alongside any additional environmental impulses or forces triggered by the game world. This helps movement feel both solid and “real.”
Another part of what makes KCC Processors so powerful is the ability to toggle them. Things like climbing, firing a crossbow, grappling hooks, gliding, swimming, sliding on ice, and more are all just simple states that can be managed by a state machine. This makes conditional, dependent, and sub-states easier to manage without a lot of logic bloat from if (!processor.IsActive) ... checks everywhere—and it helps keep everything neat.
Next week will be about setting up all the environmental triggers that KCCProcessors can respond to!
–gs