> Project was built on Unity 6.3 LTS (6000.3.16f1), other versions may work but do so at your own discretion.
> An installation of Blender 2.79 is required for the template character model to import correctly.
- That version of blender featured an automatic importer and since it's an old model it requires it.
- Importing the file itself may take a few minutes, as it is fairly large and includes a lot of animations.
> Some textures may require a copy of Photoshop to be installed, however this is not required, feel free to skip this step if you do not have access to Photoshop.
Spark/Hedge Physics 2 is a sequel to the original Hedge Physics which originally aimed to re-create "momentum" based platforming and slope physics in unity. The original was used as a base for the development of Spark the Electric Jester 2 and 3.
This engine was built from scratch and is meant to serve as a base for any of your projects.
> Floating capsule character controller.
- Only the top half of the character checks for wall collisions while the bottom half will climb up surfaces like a staircase.
> Gravity agnostic framework.
- Meaning the game will work the same no matter where the source of gravity is, such as a planetoid, like what is seen in the game "Mario Galaxy"
> Full SLOPE PHYSICS system.
> Go up and down and all around in loop de loops and much more.
> All major features present in "Spark the Electric Jester 3".
- Spark's combat system.
- Rails and rail switching. (Using Unity's internal spline system)
- Speed pads and Springs.
- And more.
This "engine" has been stripped down to only the most basic components, this means almost all textures were removed including all audio. You are meant to replace those with your own.
> "IHB" (Integrated hitbox system)
- A class that when called with IHB.StartIHB(gameobject) will start all particle systems and all other objects that are a children of the object called.
> Scripts are often inside the animator!
- The animator component is located in the character skin object, many of the character's functions are inside animator states themselves. (Including calls to execute IHBs)
> Combat makes use of Root Motion.
- When attacking, you might notice that the character moves towards its target, this is done using "Root Motion" which means the animation itself controls the movement of the character and not the physics.
- Note that this system is enabled and disabled on the fly, the character's normal physics do not rely on "Root Motion"
Feel free to use any of the assets provided in the project for any purpose, including commercial.
Credit is required, with "Powered by Spark Physics 2" or "Powered by Hedge Physics 2".
Feel free to re-upload this anywhere including github. I am not very knowledgeable of git so I decided to do it the usual way and make a google sites page.
I should note, although I did my absolute best to strip down this project of anything that I do not have permission to use, I fear something or other might've slipped trough, so please do a double check before re-uploading it.
If you are the owner of said content, please contact me and I will remove it immediately.
Unfortunately there is no way to get in contact with me directly at the moment but for the time being I will be making a channel in Feperd Games' official discord server for discussion of this engine. I am present on this server as well, if you wish to get in contact please ask other members regarding getting in contact with me.