Hello everyone!
Thank you as always for your support.
And I’m sorry for the late update again.
Let's take a look at this week's progress!

Implemented custom physics
bug fix
download it from here. The new password is "CE6DPHCNSWEu99T".
It’s finally taking shape.
When pushboxes overlap, the coordinates are corrected manually by calculating a new position based on the degree of overlap and the velocity difference between the two characters. This also involves forced coordinate clamping at the edges of the screen, which made the conditions quite complex and difficult to organize.
The major issues were position swapping and coordinate control at the screen edge.
In Unity’s built-in physics system, if a character moved too quickly, they could pass through the opponent, resulting in their positions swapping. This issue was the main reason I decided to implement a custom physics system.

Until now, character movement was handled directly within the CharacterManager class. However, to resolve issues like this, a higher-level class such as the BattleManager must monitor both players’ coordinates and override values when specific exceptions occur.

The concrete solution to the swapping problem is to compare both characters’ positions in the previous frame to those in the current frame. If their pushboxes horizontally overlap and one moves forward, they should collide, meaning they shouldn't swap positions. When this situation is detected, the system forcibly rewrites their positions to ideal values.

The position-swapping issue has been successfully resolved! Now, characters can close the distance from knockback with forward attacks without phasing through opponents pinned against the wall.
Next is priority handling for screen-edge position swaps.

Previously, if you dashed toward an opponent at the edge of the screen, you'd end up cornered yourself—putting you in a dangerous spot.

Under the new rule, when both characters are at the screen edge, the one on top (closer to the camera in Z-order) gets pushed inward. Now players can attack aggressively without fearing an unintended swap.
Since the physics system has been overhauled, Modius (a character) is currently very broken. I plan to readjust every action for all characters, but for now, this week only includes emergency fixes.
Custom physics has taken longer than expected (as anticipated), and I originally planned to handle it after the public demo release. However, leaving the position-swapping issue unfixed felt like it would seriously harm gameplay—so I ended up doing it now. In any case, Unity's physics engine must be removed when implementing rollback netcode, so it’s just a matter of doing it sooner or later.
Adding More Cameras
The issue of effects getting buried in the stage floor has returned. This persistent problem keeps recurring, even after adjusting rendering orders between 3D and 2D objects.
This time, I tried a new approach: using separate cameras for the background and other elements, then compositing them. This allows for more intuitive control, but any camera movement or animation must now be applied to all cameras. It’s a stopgap solution for now, but eventually, I’ll need to implement a centralized CameraManager class to handle this cleanly.
Reported by: 4CK
On character select, “Light Grid” was misspelled as “Lirht Grid.”
Fixed.
Reported by: Barddro
Changing bindings in the key config screen would make the game unresponsive.
Fixed. It looks like all device actions were being unassigned after finishing the binding process. This hadn’t been an issue before, so it may be due to a recent Unity update.
As a breather, create concept art for a new character
Adjust the speed of various actions
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!
Kahari Bailey
2025-06-21 10:15:54 +0000 UTCToon King
2025-06-21 08:33:46 +0000 UTC