Using hacky ass physics to make a punchy mech
Hey there fellow LD jammers :D
So I've gotten a couple of comments on the physics of my punchy mech game Assault//Battery, and I thought I'd give a brief run down of how damn hacky it all is :)
The mech can jump like this:


It looks like it actually walks and jumps and whatever, but really it's just a bunch of low-drag objects that kinda flail about with joints and limits:

The most important hack is the big ball at the bottom of the mech. It's a collider + rigidbody with no renderer, has a relatively high mass, and low drag. It is the anchor on top of which everything else is joined to. Physics layers are set up so that it collides with the rest of the world's solid geometry (the ground), but not with any of the mech's own parts (which all still collide with the world). It literally props everything up, no need to mess with legs and whatever. Because that's super higher-grade Boston-Dynamics stuff.
Everything else is joined to each other by various joints, some hinge, some spring, depending on what's needed.
The "wobblejoint" gameobject is the thing that keeps everything kinda upright, it's a hinge joint with a default position that leans forward a bit, and a high spring value. That lean drives the whole thing forward because of the weight distribution.

- From the side you can see another hack - the left and right shoulders are not in line with one another :) This is because if they were, the fist behind wouldn't be as visible.

The walking is done with some code that gives one of the legs some torque upwards alterantively. So the logic is if a feet is far back enough, it'll put on some torque for like 1 second or so. Then the next one will when it gets far enough behind, and repeat.
That's it really. Go forth and hack your own mess of joints! :D
And please give my game Assault//Battery a play and rate if you haven't already! :D