2 min read
The Challenge of Building a Versatile Parkour System in Unity

Introduction

Fluid and realistic movement systems are a cornerstone of immersive gameplay. Whether it’s vaulting over obstacles or navigating dynamic terrains, a well-designed parkour system can significantly elevate the player’s experience. However, building such a system is no easy feat. During the development of the Versatile Third-Person Controller, our goal was to create a parkour system that felt natural, adaptable, and intuitive for developers to implement.


Main Challenges

  1. Ensuring Precise Hand Alignment: One of the most critical elements in parkour systems is hand alignment with obstacles. Achieving precision here ensures that the player’s movements feel grounded and believable. Small misalignments can break immersion and make gameplay feel unnatural.
  2. Dynamic Obstacle Detection: The system needed to detect obstacles of varying sizes and shapes dynamically. This required a robust detection mechanism that worked seamlessly across different terrains and environments.
  3. Maintaining Performance: Game mechanics should not come at the cost of performance. Designing a lightweight system that could handle complex calculations without hindering frame rates was a priority.

The Solution

To address these challenges, we implemented:

  • RayCasting for Obstacle Detection: By utilizing Unity’s ray-casting capabilities, the system could accurately detect obstacles and calculate their height, distance, and interaction points in real time.
  • Customizable Scriptable Objects: Developers can easily adjust parameters such as vault height, detection range, and animation timing through scriptable objects, allowing for greater flexibility and control.
  • Modular Design: The parkour system was built as a modular component of the Versatile Third-Person Controller, making it easy to integrate, customize, or remove without affecting other systems.

Lessons Learned

The development process taught us the importance of iterative testing and user feedback. Ensuring precision in movements required constant tweaking and debugging. Additionally, balancing functionality and performance highlighted the need for streamlined code and efficient use of Unity’s tools.


Conclusion

The Parkour System in the Versatile Third-Person Controller represents the culmination of overcoming significant design challenges. From precise hand alignment to dynamic obstacle detection, each feature was carefully crafted to enhance the player’s experience. We’re excited to share this system with the Unity developer community and look forward to seeing it in action in your projects!


Want to see the Parkour System in action? Check out our showcase video here: https://youtu.be/R9njf1f14Qc

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