Player Movement
Implementing player movement had some challenges due to the fixed, diagonal isometric camera angle. After getting feedback from playtesting, I chose to make player movement relative to the orthogonal camera, to ensure intuitive controls. The player character use a Capsule Collider and a Rigidbody component, with directional forces applied based on the active input keys, and vertical force for jumping.
Object Behavior
I was responsible for programming the custom interaction behavior for various objects in the game. The trampoline detects overlapping rigidbodies and uses a trigger collider on the top to apply an upward force. The ladder also uses a similar trigger-based collision system, initiating climbing mechanics when a player moves forward into the ladder.
Level Implementation
Once our puzzle and level designer finished whiteboxing and modeling the levels, I integrated the assets into Unity to make them functional. I placed object prefabs according to the level design documentation, then playtested the results to verify it was beatable and patch out any unintended solutions.