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Unity character controller source code
Unity character controller source code











The core to any Controller is how it detects and handles collisions. well, you can see where there might be a bit of a problem here. Given the gameplay I have in mind (think the level design of Psychonauts, where 'up' and 'down' become impressively arbitrary) requires that not to be the case. Your character has to always be in that orientation it does not support being rotated or operating on any other axis. Biggest flaw of all though, from my perspective, is that it is axially locked to the y up axis. As Ross notes, it has none of the nicer features such as ground hugging, and I've found it's isGrounded property to be extremely unreliable a lot of the time. Put simply, there are number of limitations to the stock Controller. Whilst a part of that is sensible collider placement and level construction, a character controller that can phase or break into other colliders is not remotely doing its job.Īny other features become a lot more dependent on what gameplay it is exactly you're seeking to build, but those are the basics. More than anything, it must prevent the player from reaching places they're not supposed to, such as getting outside of the level. Nobody wants to suddenly flicker in and out of their falling state on solid ground.

unity character controller source code

Have a very robust grounded/not-grounded detection. Slope limits / step heights are a very common feature - allowing the controller to move up on small ledges (aka 'stairs') and preventing people walking up cliffsides. It must respond to input and collisions (usually, this involves sliding along walls when pushed against them, rather than stopping completely). Unless you're playing QWOP of course.Ī Character Controller needs to meet a variety of criteria:

unity character controller source code unity character controller source code

Which has a tendency to deviate from real physics, by like, a lot.

unity character controller source code

A Character Controller is, essentially, a custom collider intended for characters, and the implementation of their character physics. I could waffle on about it, but naturally others have already put it best, from the excellent Mr.













Unity character controller source code