Then go do it . . . . never understand it when people who clearly can't or won't make something act like they can do better. Do it. Then come back and let us all know how epic and amazing and easy it is.
FYI: As someone who's played around with DAZ, posing is a pain in the ass and takes hours upon hours on its own. That's not even talking about coding or animating in 3D. Check yourself Boyo.
no real developer works with DAZ. You work with Autodesk, atleast i do. You do Characters in Blender, Maya or Cinema 4D for rigging. Zbrush for detailed sculpting of the Models made in Blender, and 3D Painter for texturing. If your whole Project can be made in DAZ, your no real developer. Boyo.
And for coding, cmon, this stuff is pretty easy coding. This game has WASD to move
using UnityEngine;
public class CharacterMovement : MonoBehaviour
{
public float moveSpeed = 5f; // Speed of the character's movement
private Rigidbody2D rb;
private Vector2 movement;
void Start()
{
// Get the Rigidbody2D component attached to the GameObject
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
// Get input from the WASD keys (or arrow keys)
movement.x = Input.GetAxisRaw("Horizontal"); // A and D, or Left and Right arrows
movement.y = Input.GetAxisRaw("Vertical"); // W and S, or Up and Down arrows
}
void FixedUpdate()
{
// Apply the movement to the Rigidbody2D
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
}
which should be smth like that for Unity.
and E to interact with Objects
using UnityEngine;
public class DoorInteraction : MonoBehaviour
{
public float interactionRange = 2f; // How close the player needs to be to interact
public Transform player; // Reference to the player's Transform
public Animator doorAnimator; // Reference to the door's Animator
private bool isPlayerInRange = false; // Check if player is in range
private bool isDoorOpen = false; // Track the state of the door
void Update()
{
// Check the distance between the player and the door
float distance = Vector2.Distance(player.position, transform.position);
// If the player is within interaction range, allow interaction
if (distance <= interactionRange)
{
isPlayerInRange = true;
}
else
{
isPlayerInRange = false;
}
// If the player is in range and presses the "E" key
if (isPlayerInRange && Input.GetKeyDown(KeyCode.E))
{
ToggleDoor();
}
}
void ToggleDoor()
{
// Toggle the door's state
isDoorOpen = !isDoorOpen;
// Play the appropriate animation
if (isDoorOpen)
{
doorAnimator.SetTrigger("Open");
}
else
{
doorAnimator.SetTrigger("Close");
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactionRange);
}
}
which looks something like that in Unity. No actual work at all.