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    <title>DEV Community: Shanmukha Srinivasa</title>
    <description>The latest articles on DEV Community by Shanmukha Srinivasa (@shanmukhasrinivasa).</description>
    <link>https://dev.to/shanmukhasrinivasa</link>
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      <title>DEV Community: Shanmukha Srinivasa</title>
      <link>https://dev.to/shanmukhasrinivasa</link>
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      <title>Implementing a "Conjure-to-Climb" Mechanic in Unity &amp; C#</title>
      <dc:creator>Shanmukha Srinivasa</dc:creator>
      <pubDate>Fri, 06 Mar 2026 14:13:47 +0000</pubDate>
      <link>https://dev.to/shanmukhasrinivasa/implementing-a-conjure-to-climb-mechanic-in-unity-c-251i</link>
      <guid>https://dev.to/shanmukhasrinivasa/implementing-a-conjure-to-climb-mechanic-in-unity-c-251i</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;The Concept&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;In my recent project, Arcane Ascent, I wanted to move away from standard double-jumping. Instead, I implemented a system where the player can "manifest" a temporary platform beneath them mid-air. It creates a high-risk, high-reward movement loop.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Logic (The "Magic")
&lt;/h2&gt;

&lt;p&gt;The core challenge was ensuring the platform spawns exactly where it needs to be and disappears quickly enough to prevent the player from just standing still.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;1. The Spawning Script&lt;/strong&gt;&lt;br&gt;
I used a simple Instantiate call triggered by a cooldown to prevent "staircase" spamming.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;public GameObject magicPlatformPrefab;
public float cooldown = 1.5f;
private float lastConjureTime;

void Update() {


  if (Input.GetKeyDown(KeyCode.Space) &amp;amp;&amp;amp; Time.time &amp;gt; lastConjureTime + cooldown) {
        ConjurePlatform();
    }
}

void ConjurePlatform() {
    // Spawn the platform slightly below the player's feet
    Vector3 spawnPos = transform.position + new Vector3(0, -1.0f, 0);
    Instantiate(magicPlatformPrefab, spawnPos, Quaternion.identity);
    lastConjureTime = Time.time;
}
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;2. The Self-Destruct Sequence&lt;/strong&gt;&lt;br&gt;
To keep the "arcane" feel, the platform shouldn't just exist forever. I used a simple Destroy(gameObject, lifetime) in the platform's own script to handle its cleanup.&lt;/p&gt;

&lt;p&gt;What I Learned&lt;br&gt;
Layer Collision: I had to ensure the player didn't get "stuck" inside the platform's collider if they conjured it too late.&lt;/p&gt;

&lt;p&gt;Visual Feedback: Adding a simple "flicker" animation before the platform disappears was crucial for player timing.&lt;/p&gt;

&lt;p&gt;Check it out on itch.io!&lt;br&gt;
&lt;a href="https://shanmukha.itch.io/arcane-ascent" rel="noopener noreferrer"&gt;https://shanmukha.itch.io/arcane-ascent&lt;/a&gt;&lt;/p&gt;

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      <category>csharp</category>
      <category>unity3d</category>
      <category>gamedev</category>
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