Edge features a physics-based animation system, inspired by the system used in the game Overgrowth. The significant advantage is that in our open world, terrain can vary dramatically, so it can be quite jarring for the player to not smoothly interact with it.
Using two colliders- a lifter and a bumper as David Rosen called it. The lifter is a soft collider (trigger in Unity) that allows the player body to move into terrain instead of restricting at the bounds. Rather, it calculates the surfaces intersection and moves the player to be on top of it, simulating a normal force against gravity. This free movement allows the feet to be compressed as they normally would, acting as springs or pistons, instead of rigid sticks.
The bumper acts as the hard collider to keep objects from moving into the center of mass – the torso area, the minimum of where the arms and legs can be compressed to.
With this system and with the help of the Unity IK system, we are able to procedurally overlay prebaked animations with proper foot placement based on the lay of the environment. This will be extended to a full range of acrobatic motion, similar to Overgrowth.
Edge also takes advantage of pre-computing motion, based on the concept of a control sphere. Instead of directly moving the model, the player controls a sphere object which is then used for a target for the model to smoothly interpolate. This allows us to keep motion consistent and frame independent.