Acissathar
acissathar.bsky.social
Acissathar
@acissathar.bsky.social
I like making game projects that go nowhere :)
Totally get it, that’s kind of what my most recent project ended up being too. I think that’s its greatest strength is you can leverage custom controls but still piggy back off systems (I really like the auto blending).

Your cams look great!
October 8, 2025 at 1:19 PM
Are you using Cinemachine at all or manually scripting it?
October 8, 2025 at 2:52 AM
Maybe one day they'll join, can dream haha
October 6, 2025 at 8:28 PM
It does, flax too for what it’s worth, but the actual engine code of both of those are in C++, while Stride is *fully* C# (well outside the shader language)
October 6, 2025 at 8:21 PM
At the moment it’s more just exploration while we finish up a Unity project to help avoid some burnout lol

The reason I picked it over say Godot , UE, or Flax is that the engine code is C# too, and I love using C# lol

It went by Paradox and Xenko years ago when Silicon Studios owned it too
October 6, 2025 at 8:07 PM
Sound track for WotES is sooooo good
October 6, 2025 at 3:14 PM
R/S/E and Golden Sun get the love they deserve, but I remember sinking the most hours into Monster Rancher Advance 2.
October 2, 2025 at 7:16 PM
FWIW this *should* be mostly engine agnostic in theory. I wanted to give Stride3D a shot, so plan is to port this to learn it.

Very much agree! I think it also helps make for a tighter design experience, and genres like JRPGs can have more non-combat without having to go full (or janky) platformer.
September 10, 2025 at 6:26 PM
You can get it here as a Unity package if you want it:

github.com/Acissathar/A...

Still have some more things planned for it, and we're using it in at least one in dev project so will be tweaked and fleshed out more.
GitHub - Acissathar/AdventureCharacterController: A Unity physics character controller inspired by older adventure games like Ocarina of Time, based on CharacterMovementFundamentals.
A Unity physics character controller inspired by older adventure games like Ocarina of Time, based on CharacterMovementFundamentals. - Acissathar/AdventureCharacterController
github.com
September 10, 2025 at 5:11 PM
First minor update, added support for underwater breathing / stamina system. Can toggle on/off, set custom tick duration, use a status value for stamina, pick whether this applies to diving only, or all swimming, and lastly a schematic slot for drowning state (fires every tick)
July 22, 2025 at 6:18 PM
Just realized I attached it as an image rather than a gif, oops. This is what it was supposed to look like :p
June 24, 2025 at 1:50 PM