Although the demo uses a capsule character, you can see gizmos being drawn at key positions, indicating where the hands are expected to go. This showcases that hand placement data is being properly calculated, connecting your rig to this data is all you’d need to do.
Developed by Salman Hoseini, this ledge grab system works with standard colliders using a simple layer mask, with no need for custom triggers or bounding boxes. Any collider with appropriate surface angles can be grabbed, while those with overly steep slopes or sharp edges are automatically excluded. It also tracks hand and torso positioning, making it fully compatible with IK-based animation systems.
The developer mentioned that he’s considering releasing it on the Unity Asset Store, but needs to polish it further to make it more user-friendly. He’ll also make a walkthrough or explanation of his approach, possibly on both YouTube and his own website.
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