├── CMF_Logo.png ├── Character Movement Fundamentals ├── Example Scenes.meta ├── Example Scenes │ ├── Showcase.meta │ ├── Showcase │ │ ├── EmptyShowcaseScene.meta │ │ ├── EmptyShowcaseScene.unity │ │ ├── EmptyShowcaseScene.unity.meta │ │ ├── EmptyShowcaseScene │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ │ ├── ShowcaseScene.meta │ │ ├── ShowcaseScene.unity │ │ ├── ShowcaseScene.unity.meta │ │ ├── ShowcaseScene │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ │ ├── TopDownScene.meta │ │ ├── TopDownScene.unity │ │ ├── TopDownScene.unity.meta │ │ └── TopDownScene │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ ├── Special.meta │ └── Special │ │ ├── ClickToMoveScene.meta │ │ ├── ClickToMoveScene.unity │ │ ├── ClickToMoveScene.unity.meta │ │ ├── ClickToMoveScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ │ ├── ExternalCameraScene.meta │ │ ├── ExternalCameraScene.unity │ │ ├── ExternalCameraScene.unity.meta │ │ ├── ExternalCameraScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ │ ├── PlanetWalkerScene.meta │ │ ├── PlanetWalkerScene.unity │ │ ├── PlanetWalkerScene.unity.meta │ │ └── PlanetWalkerScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta ├── Manual.pdf ├── Manual.pdf.meta ├── Prefabs.meta ├── Prefabs │ ├── Controller.meta │ ├── Controller │ │ ├── Animated.meta │ │ ├── Animated │ │ │ ├── ClickToMoveWalker_Animated.prefab │ │ │ ├── ClickToMoveWalker_Animated.prefab.meta │ │ │ ├── FirstPersonWalker_Audio.prefab │ │ │ ├── FirstPersonWalker_Audio.prefab.meta │ │ │ ├── SideScroller_Animated.prefab │ │ │ ├── SideScroller_Animated.prefab.meta │ │ │ ├── ThirdPersonWalker_A_Animated.prefab │ │ │ ├── ThirdPersonWalker_A_Animated.prefab.meta │ │ │ ├── ThirdPersonWalker_B_Animated.prefab │ │ │ ├── ThirdPersonWalker_B_Animated.prefab.meta │ │ │ ├── ThirdPersonWalker_C_Animated.prefab │ │ │ ├── ThirdPersonWalker_C_Animated.prefab.meta │ │ │ ├── TopDownWalker_Animated.prefab │ │ │ └── TopDownWalker_Animated.prefab.meta │ │ ├── Blank.meta │ │ ├── Blank │ │ │ ├── ClickToMoveWalker.prefab │ │ │ ├── ClickToMoveWalker.prefab.meta │ │ │ ├── FirstPersonWalker.prefab │ │ │ ├── FirstPersonWalker.prefab.meta │ │ │ ├── SideScroller.prefab │ │ │ ├── SideScroller.prefab.meta │ │ │ ├── ThirdPersonWalker_A.prefab │ │ │ ├── ThirdPersonWalker_A.prefab.meta │ │ │ ├── ThirdPersonWalker_B.prefab │ │ │ ├── ThirdPersonWalker_B.prefab.meta │ │ │ ├── ThirdPersonWalker_C.prefab │ │ │ ├── ThirdPersonWalker_C.prefab.meta │ │ │ ├── TopDownWalker.prefab │ │ │ └── TopDownWalker.prefab.meta │ │ ├── Simplified.meta │ │ └── Simplified │ │ │ ├── SimpleFirstPersonWalker.prefab │ │ │ ├── SimpleFirstPersonWalker.prefab.meta │ │ │ ├── SimpleThirdPersonWalker.prefab │ │ │ └── SimpleThirdPersonWalker.prefab.meta │ ├── Environment.meta │ └── Environment │ │ ├── Interactive.meta │ │ ├── Interactive │ │ ├── GravityFlipper.prefab │ │ ├── GravityFlipper.prefab.meta │ │ ├── GravityTunnel.prefab │ │ ├── GravityTunnel.prefab.meta │ │ ├── MovingPlatform.prefab │ │ └── MovingPlatform.prefab.meta │ │ ├── Static.meta │ │ └── Static │ │ ├── Cube_2x2x2.prefab │ │ ├── Cube_2x2x2.prefab.meta │ │ ├── Cube_4x4x2.prefab │ │ ├── Cube_4x4x2.prefab.meta │ │ ├── Cube_4x4x4.prefab │ │ ├── Cube_4x4x4.prefab.meta │ │ ├── Ramp_4x4x1.prefab │ │ ├── Ramp_4x4x1.prefab.meta │ │ ├── Ramp_4x4x2.prefab │ │ ├── Ramp_4x4x2.prefab.meta │ │ ├── Ramp_8x4x4.prefab │ │ ├── Ramp_8x4x4.prefab.meta │ │ ├── Stair_4x4x2.prefab │ │ ├── Stair_4x4x2.prefab.meta │ │ ├── Stair_8x4x1.prefab │ │ ├── Stair_8x4x1.prefab.meta │ │ ├── Stair_8x4x2.prefab │ │ ├── Stair_8x4x2.prefab.meta │ │ ├── Stair_8x4x2_Small.prefab │ │ ├── Stair_8x4x2_Small.prefab.meta │ │ ├── Stair_8x4x4.prefab │ │ ├── Stair_8x4x4.prefab.meta │ │ ├── Terrain.prefab │ │ ├── Terrain.prefab.meta │ │ ├── Tile_16x16x2.prefab │ │ ├── Tile_16x16x2.prefab.meta │ │ ├── Tile_4x4x1.prefab │ │ ├── Tile_4x4x1.prefab.meta │ │ ├── Tile_8x8x2.prefab │ │ ├── Tile_8x8x2.prefab.meta │ │ ├── Tunnel_18x18.prefab │ │ ├── Tunnel_18x18.prefab.meta │ │ ├── WaveTile_20x4.prefab │ │ └── WaveTile_20x4.prefab.meta ├── README.txt ├── README.txt.meta ├── Source.meta └── Source │ ├── Capguy.meta │ ├── Capguy │ ├── Animations.meta │ ├── Animations │ │ ├── Capguy.fbx │ │ ├── Capguy.fbx.meta │ │ ├── Fall.fbx │ │ ├── Fall.fbx.meta │ │ ├── Idle.fbx │ │ ├── Idle.fbx.meta │ │ ├── IdleLooking.fbx │ │ ├── IdleLooking.fbx.meta │ │ ├── Jump.fbx │ │ ├── Jump.fbx.meta │ │ ├── Land.fbx │ │ ├── Land.fbx.meta │ │ ├── WalkBackward.fbx │ │ ├── WalkBackward.fbx.meta │ │ ├── WalkForward.fbx │ │ ├── WalkForward.fbx.meta │ │ ├── WalkLeft.fbx │ │ ├── WalkLeft.fbx.meta │ │ ├── WalkNeutral.fbx │ │ ├── WalkNeutral.fbx.meta │ │ ├── WalkRight.fbx │ │ └── WalkRight.fbx.meta │ ├── CapguyAnimator.controller │ ├── CapguyAnimator.controller.meta │ ├── Model.meta │ └── Model │ │ ├── Capguy.fbx │ │ ├── Capguy.fbx.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── Cap_Texture.mat │ │ ├── Cap_Texture.mat.meta │ │ ├── Capguy_Texture_Body.mat │ │ ├── Capguy_Texture_Body.mat.meta │ │ ├── Mat_Cap.mat │ │ ├── Mat_Cap.mat.meta │ │ ├── Mat_Capguy.mat │ │ └── Mat_Capguy.mat.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── Tex_Cap.png │ │ ├── Tex_Cap.png.meta │ │ ├── Tex_Capguy.png │ │ └── Tex_Capguy.png.meta │ ├── Environment.meta │ ├── Environment │ ├── Materials.meta │ ├── Materials │ │ ├── Mat_Black.mat │ │ ├── Mat_Black.mat.meta │ │ ├── Mat_Default.mat │ │ ├── Mat_Default.mat.meta │ │ ├── Mat_Grid_Dark.mat │ │ ├── Mat_Grid_Dark.mat.meta │ │ ├── Mat_Grid_Grey.mat │ │ ├── Mat_Grid_Grey.mat.meta │ │ ├── Mat_Grid_Orange.mat │ │ ├── Mat_Grid_Orange.mat.meta │ │ ├── Mat_Grid_Red.mat │ │ ├── Mat_Grid_Red.mat.meta │ │ ├── Mat_Text.mat │ │ ├── Mat_Text.mat.meta │ │ ├── Mat_White.mat │ │ └── Mat_White.mat.meta │ ├── Meshes.meta │ ├── Meshes │ │ ├── ArrowMarker.fbx │ │ ├── ArrowMarker.fbx.meta │ │ ├── Cube_2x2x2.fbx │ │ ├── Cube_2x2x2.fbx.meta │ │ ├── Cube_4x4x2.fbx │ │ ├── Cube_4x4x2.fbx.meta │ │ ├── Cube_4x4x4.fbx │ │ ├── Cube_4x4x4.fbx.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── No Name.mat │ │ │ └── No Name.mat.meta │ │ ├── Mesh_Terrain.fbx │ │ ├── Mesh_Terrain.fbx.meta │ │ ├── Platform_4x4.fbx │ │ ├── Platform_4x4.fbx.meta │ │ ├── Quadsphere.fbx │ │ ├── Quadsphere.fbx.meta │ │ ├── Ramp_4x2x2.fbx │ │ ├── Ramp_4x2x2.fbx.meta │ │ ├── Ramp_4x4x1.fbx │ │ ├── Ramp_4x4x1.fbx.meta │ │ ├── Ramp_8x4x4.fbx │ │ ├── Ramp_8x4x4.fbx.meta │ │ ├── Stair_4x4x2.fbx │ │ ├── Stair_4x4x2.fbx.meta │ │ ├── Stair_8x4x1.fbx │ │ ├── Stair_8x4x1.fbx.meta │ │ ├── Stair_8x4x2.fbx │ │ ├── Stair_8x4x2.fbx.meta │ │ ├── Stair_8x4x2_Small.fbx │ │ ├── Stair_8x4x2_Small.fbx.meta │ │ ├── Stair_8x4x4.fbx │ │ ├── Stair_8x4x4.fbx.meta │ │ ├── Terrain_24x24.fbx │ │ ├── Terrain_24x24.fbx.meta │ │ ├── Tile_16x16x2.fbx │ │ ├── Tile_16x16x2.fbx.meta │ │ ├── Tile_4x4x1.fbx │ │ ├── Tile_4x4x1.fbx.meta │ │ ├── Tile_8x8x2.fbx │ │ ├── Tile_8x8x2.fbx.meta │ │ ├── Tunnel_18x18.fbx │ │ ├── Tunnel_18x18.fbx.meta │ │ ├── Tunnel_28x28.fbx │ │ ├── Tunnel_28x28.fbx.meta │ │ ├── WaveTile_20x4.fbx │ │ └── WaveTile_20x4.fbx.meta │ ├── Textures.meta │ └── Textures │ │ ├── Tex_Grid_Blue.png │ │ ├── Tex_Grid_Blue.png.meta │ │ ├── Tex_Grid_DarkBlue.png │ │ ├── Tex_Grid_DarkBlue.png.meta │ │ ├── Tex_Grid_Grey.png │ │ ├── Tex_Grid_Grey.png.meta │ │ ├── Tex_Grid_Orange.png │ │ ├── Tex_Grid_Orange.png.meta │ │ ├── Tex_Grid_Red.png │ │ ├── Tex_Grid_Red.png.meta │ │ ├── Tex_Grid_Yellow.png │ │ └── Tex_Grid_Yellow.png.meta │ ├── Misc.meta │ ├── Misc │ ├── Fonts.meta │ ├── Fonts │ │ ├── Attribution.txt │ │ ├── Attribution.txt.meta │ │ ├── LICENSE.txt │ │ ├── LICENSE.txt.meta │ │ ├── Roboto-Condensed.ttf │ │ └── Roboto-Condensed.ttf.meta │ ├── Physics Materials.meta │ ├── Physics Materials │ │ ├── NoFriction.physicMaterial │ │ └── NoFriction.physicMaterial.meta │ ├── Shaders.meta │ └── Shaders │ │ ├── OneSidedTextShader.shader │ │ └── OneSidedTextShader.shader.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Animation & Audio.meta │ ├── Animation & Audio │ │ ├── AnimationControl.cs │ │ ├── AnimationControl.cs.meta │ │ ├── AudioControl.cs │ │ ├── AudioControl.cs.meta │ │ ├── TurnTowardCameraDirection.cs │ │ ├── TurnTowardCameraDirection.cs.meta │ │ ├── TurnTowardControllerVelocity.cs │ │ ├── TurnTowardControllerVelocity.cs.meta │ │ ├── TurnTowardTransformDirection.cs │ │ └── TurnTowardTransformDirection.cs.meta │ ├── Camera.meta │ ├── Camera │ │ ├── CameraController.cs │ │ ├── CameraController.cs.meta │ │ ├── CameraDistanceRaycaster.cs │ │ ├── CameraDistanceRaycaster.cs.meta │ │ ├── ThirdPersonCameraController.cs │ │ └── ThirdPersonCameraController.cs.meta │ ├── Controllers.meta │ ├── Controllers │ │ ├── AdvancedWalkerController.cs │ │ ├── AdvancedWalkerController.cs.meta │ │ ├── ClickToMoveController.cs │ │ ├── ClickToMoveController.cs.meta │ │ ├── Controller.cs │ │ ├── Controller.cs.meta │ │ ├── SidescrollerController.cs │ │ ├── SidescrollerController.cs.meta │ │ ├── SimpleWalkerController.cs │ │ └── SimpleWalkerController.cs.meta │ ├── Core scripts.meta │ ├── Core scripts │ │ ├── CeilingDetector.cs │ │ ├── CeilingDetector.cs.meta │ │ ├── Mover.cs │ │ ├── Mover.cs.meta │ │ ├── Sensor.cs │ │ └── Sensor.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── MoverInspector.cs │ │ └── MoverInspector.cs.meta │ ├── Environment.meta │ ├── Environment │ │ ├── FlipAtRightAngle.cs │ │ ├── FlipAtRightAngle.cs.meta │ │ ├── GravityTunnel.cs │ │ ├── GravityTunnel.cs.meta │ │ ├── MovingPlatform.cs │ │ ├── MovingPlatform.cs.meta │ │ ├── TriggerArea.cs │ │ └── TriggerArea.cs.meta │ ├── Helper.meta │ ├── Helper │ │ ├── VectorMath.cs │ │ └── VectorMath.cs.meta │ ├── Input.meta │ ├── Input │ │ ├── Camera.meta │ │ ├── Camera │ │ │ ├── CameraInput.cs │ │ │ ├── CameraInput.cs.meta │ │ │ ├── CameraJoystickInput.cs │ │ │ ├── CameraJoystickInput.cs.meta │ │ │ ├── CameraMouseInput.cs │ │ │ └── CameraMouseInput.cs.meta │ │ ├── Character.meta │ │ └── Character │ │ │ ├── CharacterInput.cs │ │ │ ├── CharacterInput.cs.meta │ │ │ ├── CharacterJoystickInput.cs │ │ │ ├── CharacterJoystickInput.cs.meta │ │ │ ├── CharacterKeyboardInput.cs │ │ │ └── CharacterKeyboardInput.cs.meta │ ├── Showcase.meta │ ├── Showcase │ │ ├── AlignRigidbodyToTarget.cs │ │ ├── AlignRigidbodyToTarget.cs.meta │ │ ├── DemoMenu.cs │ │ ├── DemoMenu.cs.meta │ │ ├── DisableShadows.cs │ │ ├── DisableShadows.cs.meta │ │ ├── FPSCounter.cs │ │ ├── FPSCounter.cs.meta │ │ ├── MouseCursorLock.cs │ │ ├── MouseCursorLock.cs.meta │ │ ├── PlayerData.cs │ │ ├── PlayerData.cs.meta │ │ ├── RotateObject.cs │ │ └── RotateObject.cs.meta │ ├── Smoothing.meta │ └── Smoothing │ │ ├── SmoothPosition.cs │ │ ├── SmoothPosition.cs.meta │ │ ├── SmoothRotation.cs │ │ └── SmoothRotation.cs.meta │ ├── Sounds.meta │ └── Sounds │ ├── Audio_Click.wav │ ├── Audio_Click.wav.meta │ ├── Audio_Footstep.wav │ ├── Audio_Footstep.wav.meta │ ├── Audio_Footstep_02.wav │ ├── Audio_Footstep_02.wav.meta │ ├── Audio_Jump.wav │ ├── Audio_Jump.wav.meta │ ├── Audio_Land.wav │ └── Audio_Land.wav.meta ├── LICENSE └── README.md /CMF_Logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Jan-Ott/CharacterMovementFundamentals/49bd5569c1192dc98ac889046ff358c4eb8eeb44/CMF_Logo.png -------------------------------------------------------------------------------- /Character Movement Fundamentals/Example Scenes.meta: -------------------------------------------------------------------------------- 1 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All Rights Reserved. 2 | RobotoCondensed-LightItalic.ttf: Copyright 2011 Google Inc. All Rights Reserved. 3 | RobotoCondensed-Regular.ttf: Copyright 2011 Google Inc. All Rights Reserved. 4 | RobotoCondensed-Italic.ttf: Copyright 2011 Google Inc. All Rights Reserved. 5 | RobotoCondensed-Bold.ttf: Copyright 2011 Google Inc. All Rights Reserved. 6 | RobotoCondensed-BoldItalic.ttf: Copyright 2011 Google Inc. 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Fundamentals/Source/Misc/Shaders/OneSidedTextShader.shader 16 | uploadId: 426944 17 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6afeb25f638251c419163db6f9801d79 3 | folderAsset: yes 4 | timeCreated: 1525358792 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ac03207148309948a26e06640569ad8 3 | folderAsset: yes 4 | timeCreated: 1547072694 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/AnimationControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4650acabe1d6aa6429e42554f1f0feb9 3 | timeCreated: 1546447773 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Animation & Audio/AnimationControl.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/AudioControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d296f3412ce1434a84b75a9a8ec966e 3 | timeCreated: 1547565122 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Animation & Audio/AudioControl.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardCameraDirection.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script turns a gameobject toward the look direction of a chosen 'CameraController' component; 8 | public class TurnTowardCameraDirection : MonoBehaviour { 9 | 10 | public CameraController cameraController; 11 | Transform tr; 12 | 13 | //Setup; 14 | void Start () { 15 | tr = transform; 16 | 17 | if(cameraController == null) 18 | Debug.LogWarning("No camera controller reference has been assigned to this script.", this); 19 | } 20 | 21 | //Update; 22 | void LateUpdate () { 23 | 24 | if(!cameraController) 25 | return; 26 | 27 | //Calculate up and forwward direction; 28 | Vector3 _forwardDirection = cameraController.GetFacingDirection(); 29 | Vector3 _upDirection = cameraController.GetUpDirection(); 30 | 31 | //Set rotation; 32 | tr.rotation = Quaternion.LookRotation(_forwardDirection, _upDirection); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardCameraDirection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d433383a0856db43a65cbef71bc23eb 3 | timeCreated: 1546960845 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardCameraDirection.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardControllerVelocity.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea00ad25c692c9d4881f3c19e75ca56c 3 | timeCreated: 1544276955 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardControllerVelocity.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardTransformDirection.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script rotates an object toward the 'forward' direction of another target transform; 8 | public class TurnTowardTransformDirection : MonoBehaviour { 9 | 10 | public Transform targetTransform; 11 | Transform tr; 12 | Transform parentTransform; 13 | 14 | //Setup; 15 | void Start () { 16 | tr = transform; 17 | parentTransform = transform.parent; 18 | 19 | if(targetTransform == null) 20 | Debug.LogWarning("No target transform has been assigned to this script.", this); 21 | } 22 | 23 | //Update; 24 | void LateUpdate () { 25 | 26 | if(!targetTransform) 27 | return; 28 | 29 | //Calculate up and forward direction; 30 | Vector3 _forwardDirection = Vector3.ProjectOnPlane(targetTransform.forward, parentTransform.up).normalized; 31 | Vector3 _upDirection = parentTransform.up; 32 | 33 | //Set rotation; 34 | tr.rotation = Quaternion.LookRotation(_forwardDirection, _upDirection); 35 | } 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardTransformDirection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc8417401a686b740b2bda0c2db14361 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Animation & Audio/TurnTowardTransformDirection.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Camera.meta: 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assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Camera/CameraController.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Camera/CameraDistanceRaycaster.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 565561f3eb0d38848ad3d1fe2a49b2b1 3 | timeCreated: 1525095732 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Camera/CameraDistanceRaycaster.cs 19 | uploadId: 426944 20 | 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2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Controllers/AdvancedWalkerController.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/ClickToMoveController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c44a9caf002ec44d827c53434b77fc0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Controllers/ClickToMoveController.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/Controller.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This abstract class is the base for all other controller components (such as 'AdvancedWalkerController'); 8 | //It can be extended to create a custom controller class; 9 | public abstract class Controller : MonoBehaviour { 10 | 11 | //Getters; 12 | public abstract Vector3 GetVelocity(); 13 | public abstract Vector3 GetMovementVelocity(); 14 | public abstract bool IsGrounded(); 15 | 16 | //Events; 17 | public delegate void VectorEvent(Vector3 v); 18 | public VectorEvent OnJump; 19 | public VectorEvent OnLand; 20 | 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/Controller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b20e5828bfdcfee4d84d86b460583c19 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Controllers/Controller.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/SidescrollerController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This controller script is based on 'AdvancedWalkerController' and limits player movement to a 2D plane; 8 | //It can be used to build 2D platformers or other games using 2D controls; 9 | public class SidescrollerController : AdvancedWalkerController { 10 | 11 | //Calculate movement direction based on player input; 12 | protected override Vector3 CalculateMovementDirection() 13 | { 14 | //If no character input script is attached to this object, return; 15 | if(characterInput == null) 16 | return Vector3.zero; 17 | 18 | Vector3 _velocity = Vector3.zero; 19 | 20 | //If no camera transform has been assigned, use the character's 'right' transform axis to calculate the movement direction; 21 | if(cameraTransform == null) 22 | { 23 | _velocity += tr.right * characterInput.GetHorizontalMovementInput(); 24 | } 25 | else 26 | { 27 | //If a camera transform has been assigned, use the assigned transform's 'right' axis for movement direction; 28 | //Project movement direction so movement stays parallel to the ground; 29 | _velocity += Vector3.ProjectOnPlane(cameraTransform.right, tr.up).normalized * characterInput.GetHorizontalMovementInput(); 30 | } 31 | 32 | return _velocity; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/SidescrollerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 981bf2d6075c7e04d830faa1e7194fa7 3 | timeCreated: 1524839895 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Controllers/SidescrollerController.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Controllers/SimpleWalkerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a380e2958019be4289ebe9d5bf5d649 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Controllers/SimpleWalkerController.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Core scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36fb90431570fd54790c9ad5e492a190 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Core scripts/CeilingDetector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 955f1edbd7825b64793b9629677e95e9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Core scripts/CeilingDetector.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Core scripts/Mover.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d98ace8715c2a184ca85247b18eb0853 3 | timeCreated: 1530266797 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Core scripts/Mover.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Core scripts/Sensor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f45fa02259f7c14eae0ed33bd77e2cc 3 | timeCreated: 1470515119 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Core scripts/Sensor.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5ad06e9aca33824480d941c5d596f8c 3 | folderAsset: yes 4 | timeCreated: 1492270813 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Editor/MoverInspector.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | using UnityEditor.SceneManagement; 6 | 7 | namespace CMF 8 | { 9 | //This editor script displays some additional information in the mover inspector, like a preview of the current raycast array; 10 | [CustomEditor(typeof(Mover))] 11 | public class MoverInspector : Editor { 12 | 13 | private Mover mover; 14 | 15 | void Reset() 16 | { 17 | Setup(); 18 | } 19 | 20 | void OnEnable() 21 | { 22 | Setup(); 23 | } 24 | 25 | void Setup() 26 | { 27 | //Get reference to mover component; 28 | mover = (Mover)target; 29 | } 30 | 31 | public override void OnInspectorGUI() 32 | { 33 | base.OnInspectorGUI(); 34 | DrawRaycastArrayPreview(); 35 | } 36 | 37 | //Draw preview of raycast array in inspector; 38 | void DrawRaycastArrayPreview() 39 | { 40 | if(mover.sensorType == Sensor.CastType.RaycastArray) 41 | { 42 | Rect _space; 43 | GUILayout.Space(5); 44 | 45 | _space = GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none, GUILayout.Height(100)); 46 | 47 | Rect background = new Rect(_space.x + (_space.width - _space.height)/2f, _space.y, _space.height, _space.height); 48 | EditorGUI.DrawRect(background, Color.grey); 49 | 50 | float point_size = 3f; 51 | 52 | Vector3[] _previewPositions = mover.raycastArrayPreviewPositions; 53 | 54 | Vector2 center = new Vector2(background.x + background.width/2f, background.y + background.height/2f); 55 | 56 | if(_previewPositions != null && _previewPositions.Length != 0) 57 | { 58 | for(int i = 0; i < _previewPositions.Length; i++) 59 | { 60 | Vector2 position = center + new Vector2(_previewPositions[i].x, _previewPositions[i].z) * background.width/2f * 0.9f; 61 | 62 | EditorGUI.DrawRect(new Rect(position.x - point_size/2f, position.y - point_size/2f, point_size, point_size), Color.white); 63 | } 64 | } 65 | 66 | if(_previewPositions != null && _previewPositions.Length != 0) 67 | GUILayout.Label("Number of rays = " + _previewPositions.Length, EditorStyles.centeredGreyMiniLabel ); 68 | } 69 | } 70 | 71 | 72 | } 73 | } -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Editor/MoverInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 457fe51941c737e42bfed40425e0c841 3 | timeCreated: 1522155494 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Editor/MoverInspector.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b8cd868a16ceb645b4fff35f44d35d8 3 | folderAsset: yes 4 | timeCreated: 1525426737 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/FlipAtRightAngle.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script flips any rigidbody (which also has a 'Controller' attached) that touches its trigger around a 90 degree angle; 8 | public class FlipAtRightAngle : MonoBehaviour { 9 | 10 | //Audiosource component which is played when switch is triggered; 11 | AudioSource audioSource; 12 | 13 | Transform tr; 14 | 15 | void Start() 16 | { 17 | //Get component references; 18 | tr = transform; 19 | audioSource = GetComponent(); 20 | } 21 | 22 | void OnTriggerEnter(Collider col) 23 | { 24 | if(col.GetComponent() == null) 25 | return; 26 | 27 | SwitchDirection(tr.forward, col.GetComponent()); 28 | } 29 | 30 | void SwitchDirection(Vector3 _newUpDirection, Controller _controller) 31 | { 32 | float _angleThreshold = 0.001f; 33 | 34 | //Calculate angle; 35 | float _angleBetweenUpDirections = Vector3.Angle(_newUpDirection, _controller.transform.up); 36 | 37 | //If angle between new direction and current rigidbody rotation is too small, return; 38 | if(_angleBetweenUpDirections < _angleThreshold) 39 | return; 40 | 41 | //Play audio cue; 42 | audioSource.Play(); 43 | 44 | Transform _transform = _controller.transform; 45 | 46 | //Rotate gameobject; 47 | Quaternion _rotationDifference = Quaternion.FromToRotation(_transform.up, _newUpDirection); 48 | _transform.rotation = _rotationDifference * _transform.rotation; 49 | } 50 | } 51 | } -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/FlipAtRightAngle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f81dbe5e0c02214a9323c73646ecb25 3 | timeCreated: 1548167896 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Environment/FlipAtRightAngle.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/GravityTunnel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ea49dfa394b98d458e1e31fcdf4b669 3 | timeCreated: 1528465443 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Environment/GravityTunnel.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/MovingPlatform.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f569cf6ca39b10942978cd520e2921e9 3 | timeCreated: 1571317770 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Environment/MovingPlatform.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/TriggerArea.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | namespace CMF 6 | { 7 | //This script keeps track of all controllers that enter or leave the trigger collider attached to this gameobject; 8 | //It is used by 'MovingPlatform' to detect and move controllers standing on top of it; 9 | public class TriggerArea : MonoBehaviour { 10 | 11 | public List rigidbodiesInTriggerArea = new List(); 12 | 13 | //Check if the collider that just entered the trigger has a rigidbody (and a mover) attached and add it to the list; 14 | void OnTriggerEnter(Collider col) 15 | { 16 | if(col.attachedRigidbody != null && col.GetComponent() != null) 17 | { 18 | rigidbodiesInTriggerArea.Add(col.attachedRigidbody); 19 | } 20 | } 21 | 22 | //Check if the collider that just left the trigger has a rigidbody (and a mover) attached and remove it from the list; 23 | void OnTriggerExit(Collider col) 24 | { 25 | if(col.attachedRigidbody != null && col.GetComponent() != null) 26 | { 27 | rigidbodiesInTriggerArea.Remove(col.attachedRigidbody); 28 | } 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Environment/TriggerArea.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72ba4a3498f1ae54abfbbde0ef142cdb 3 | timeCreated: 1528299849 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Environment/TriggerArea.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Helper.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a86930aecd944458dde6f6b72be5d7 3 | folderAsset: yes 4 | timeCreated: 1548349718 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Helper/VectorMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83cead5eb793921459577c56b41920d8 3 | timeCreated: 1522094115 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Helper/VectorMath.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0593184cf8bb4294d95bb680e980851e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 161d58bc80849184b911c5e76ef44f50 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This abstract camera input class serves as a base for all other camera input classes; 8 | //The 'CameraController' component will access this script at runtime to get input for the camera's rotation; 9 | //By extending this class, it is possible to implement custom camera input; 10 | public abstract class CameraInput : MonoBehaviour 11 | { 12 | public abstract float GetHorizontalCameraInput(); 13 | public abstract float GetVerticalCameraInput(); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ddb1fc214e08ffa47bedfe521b433b3d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraJoystickInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This camera input class is an example of how to get input from joysticks/gamepads using Unity's default input system; 8 | //It also comes with a dead zone threshold setting to bypass any unwanted joystick "jitter"; 9 | public class CameraJoystickInput : CameraInput 10 | { 11 | //Mouse input axes; 12 | public string joystickHorizontalAxis = "Joystick X"; 13 | public string joystickVerticalAxis = "Joystick Y"; 14 | 15 | //Invert input options; 16 | public bool invertHorizontalInput = false; 17 | public bool invertVerticalInput = false; 18 | 19 | //If any input falls below this value, it is set to '0'; 20 | //Use this to prevent any unwanted small movements of the joysticks ("jitter"); 21 | public float deadZoneThreshold = 0.2f; 22 | 23 | public override float GetHorizontalCameraInput() 24 | { 25 | //Get input; 26 | float _horizontalInput = Input.GetAxisRaw(joystickHorizontalAxis); 27 | 28 | //Set any input values below threshold to '0'; 29 | if(Mathf.Abs(_horizontalInput) < deadZoneThreshold) 30 | _horizontalInput = 0f; 31 | 32 | //Handle inverted inputs; 33 | if(invertHorizontalInput) 34 | return _horizontalInput *= (-1f); 35 | else 36 | return _horizontalInput; 37 | } 38 | 39 | public override float GetVerticalCameraInput() 40 | { 41 | //Get input; 42 | float _verticalInput = Input.GetAxisRaw(joystickVerticalAxis); 43 | 44 | //Set any input values below threshold to '0'; 45 | if(Mathf.Abs(_verticalInput) < deadZoneThreshold) 46 | _verticalInput = 0f; 47 | 48 | //Handle inverted inputs; 49 | if(invertVerticalInput) 50 | return _verticalInput; 51 | else 52 | return _verticalInput *= (-1f); 53 | } 54 | } 55 | } 56 | 57 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraJoystickInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8729e4e61a368741a29d2f873fbf5ac 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraJoystickInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraMouseInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef9d20421a8e3e44e88315dc70ee11e5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Camera/CameraMouseInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 063782ae0bcac5042aaf554bfe0c5a23 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This abstract character input class serves as a base for all other character input classes; 8 | //The 'Controller' component will access this script at runtime to get input for the character's movement (and jumping); 9 | //By extending this class, it is possible to implement custom character input; 10 | public abstract class CharacterInput : MonoBehaviour 11 | { 12 | public abstract float GetHorizontalMovementInput(); 13 | public abstract float GetVerticalMovementInput(); 14 | 15 | public abstract bool IsJumpKeyPressed(); 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eeb0611e200882b4ca0cd39c74ee60a5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterJoystickInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This character movement input class is an example of how to get input from a gamepad/joystick to control the character; 8 | //It comes with a dead zone threshold setting to bypass any unwanted joystick "jitter"; 9 | public class CharacterJoystickInput : CharacterInput { 10 | 11 | public string horizontalInputAxis = "Horizontal"; 12 | public string verticalInputAxis = "Vertical"; 13 | public KeyCode jumpKey = KeyCode.Joystick1Button0; 14 | 15 | //If this is enabled, Unity's internal input smoothing is bypassed; 16 | public bool useRawInput = true; 17 | 18 | //If any input falls below this value, it is set to '0'; 19 | //Use this to prevent any unwanted small movements of the joysticks ("jitter"); 20 | public float deadZoneThreshold = 0.2f; 21 | 22 | public override float GetHorizontalMovementInput() 23 | { 24 | float _horizontalInput; 25 | 26 | if(useRawInput) 27 | _horizontalInput = Input.GetAxisRaw(horizontalInputAxis); 28 | else 29 | _horizontalInput = Input.GetAxis(horizontalInputAxis); 30 | 31 | //Set any input values below threshold to '0'; 32 | if(Mathf.Abs(_horizontalInput) < deadZoneThreshold) 33 | _horizontalInput = 0f; 34 | 35 | return _horizontalInput; 36 | } 37 | 38 | public override float GetVerticalMovementInput() 39 | { 40 | float _verticalInput; 41 | 42 | if(useRawInput) 43 | _verticalInput = Input.GetAxisRaw(verticalInputAxis); 44 | else 45 | _verticalInput = Input.GetAxis(verticalInputAxis); 46 | 47 | //Set any input values below threshold to '0'; 48 | if(Mathf.Abs(_verticalInput) < deadZoneThreshold) 49 | _verticalInput = 0f; 50 | 51 | return _verticalInput; 52 | } 53 | 54 | public override bool IsJumpKeyPressed() 55 | { 56 | return Input.GetKey(jumpKey); 57 | } 58 | 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterJoystickInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8046b2606bfc3ec49a6c2e39501069e0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterJoystickInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterKeyboardInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This character movement input class is an example of how to get input from a keyboard to control the character; 8 | public class CharacterKeyboardInput : CharacterInput 9 | { 10 | public string horizontalInputAxis = "Horizontal"; 11 | public string verticalInputAxis = "Vertical"; 12 | public KeyCode jumpKey = KeyCode.Space; 13 | 14 | //If this is enabled, Unity's internal input smoothing is bypassed; 15 | public bool useRawInput = true; 16 | 17 | public override float GetHorizontalMovementInput() 18 | { 19 | if(useRawInput) 20 | return Input.GetAxisRaw(horizontalInputAxis); 21 | else 22 | return Input.GetAxis(horizontalInputAxis); 23 | } 24 | 25 | public override float GetVerticalMovementInput() 26 | { 27 | if(useRawInput) 28 | return Input.GetAxisRaw(verticalInputAxis); 29 | else 30 | return Input.GetAxis(verticalInputAxis); 31 | } 32 | 33 | public override bool IsJumpKeyPressed() 34 | { 35 | return Input.GetKey(jumpKey); 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterKeyboardInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9819db9f56d8ad4c83e05807a209fc8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Input/Character/CharacterKeyboardInput.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25b17a05d765a474491cfcf7e9fe43f9 3 | folderAsset: yes 4 | timeCreated: 1547651762 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/AlignRigidbodyToTarget.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //This script continually aligns the rigidbody it is attached to toward a target transform; 6 | //As a result, the rigidbody's 'up' direction will always point away from the target; 7 | //It can be used to align a controller toward the center of a planet, for games featuring planetary gravity; 8 | public class AlignRigidbodyToTarget : MonoBehaviour { 9 | 10 | //Target transform used for alignment; 11 | public Transform target; 12 | 13 | Transform tr; 14 | Rigidbody r; 15 | 16 | // Use this for initialization 17 | void Start () { 18 | tr = transform; 19 | r = GetComponent(); 20 | 21 | if(target == null) 22 | { 23 | Debug.LogWarning("No target has been assigned.", this); 24 | this.enabled = false; 25 | } 26 | } 27 | 28 | void FixedUpdate () { 29 | 30 | //Get this transform's 'forward' direction; 31 | Vector3 _forwardDirection = tr.forward; 32 | 33 | //Calculate new 'up' direction; 34 | Vector3 _newUpDirection = (tr.position - target.position).normalized; 35 | 36 | //Calculate rotation between this transform's current 'up' direction and the new 'up' direction; 37 | Quaternion _rotationDifference = Quaternion.FromToRotation(tr.up, _newUpDirection); 38 | //Apply the rotation to this transform's 'forward' direction; 39 | Vector3 _newForwardDirection = _rotationDifference * _forwardDirection; 40 | 41 | //Calculate final new rotation and set this rigidbody's rotation; 42 | Quaternion _newRotation = Quaternion.LookRotation(_newForwardDirection, _newUpDirection); 43 | r.MoveRotation(_newRotation); 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/AlignRigidbodyToTarget.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d7f8c26a62e5e645a0c1c7b77e597b3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/AlignRigidbodyToTarget.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/DemoMenu.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 219ee5703d39a4a4cb620ac6ae6b5ef9 3 | timeCreated: 1561825605 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/DemoMenu.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/DisableShadows.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script controls whether a scene light casts shadows; 8 | //It is used by the 'DemoMenu' script to toggle the shadows; 9 | public class DisableShadows : MonoBehaviour { 10 | 11 | //Whether shadows are cast; 12 | bool shadowsAreActive = true; 13 | 14 | //Reference to light component; 15 | public Light sceneLight; 16 | 17 | //Start; 18 | void Start () { 19 | sceneLight = this.GetComponent(); 20 | } 21 | 22 | //This function is called by an external script to disable/enable shadows in the scene; 23 | public void SetShadows(bool _isActivated) 24 | { 25 | shadowsAreActive = _isActivated; 26 | if(!shadowsAreActive) 27 | sceneLight.shadows = LightShadows.None; 28 | else 29 | sceneLight.shadows = LightShadows.Hard; 30 | } 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/DisableShadows.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5dd310bdd5078e143b8f4498a5bff364 3 | timeCreated: 1561559914 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/DisableShadows.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/FPSCounter.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script calculates the average framerate and displays it in the upper right corner of the screen; 8 | public class FPSCounter : MonoBehaviour { 9 | 10 | //Framerate is calculated using this interval; 11 | public float checkInterval = 1f; 12 | 13 | //Variables to keep track of passed time and frames; 14 | int currentPassedFrames = 0; 15 | float currentPassedTime = 0f; 16 | 17 | //Current framerate; 18 | public float currentFrameRate = 0f; 19 | string currentFrameRateString = ""; 20 | 21 | // Update; 22 | void Update () { 23 | 24 | //Increment passed frames; 25 | currentPassedFrames ++; 26 | 27 | //Increment passed time; 28 | currentPassedTime += Time.deltaTime; 29 | 30 | //If passed time has reached 'checkInterval', recalculate framerate; 31 | if(currentPassedTime >= checkInterval) 32 | { 33 | //Calculate frame rate; 34 | currentFrameRate = (float)currentPassedFrames/currentPassedTime; 35 | 36 | //Reset counters; 37 | currentPassedTime = 0f; 38 | currentPassedFrames = 0; 39 | 40 | //Clamp to two digits behind comma; 41 | currentFrameRate *= 100f; 42 | currentFrameRate = (int)currentFrameRate; 43 | currentFrameRate /= 100f; 44 | 45 | //Calculate framerate string to display later; 46 | currentFrameRateString = currentFrameRate.ToString(); 47 | } 48 | } 49 | 50 | //Render framerate in the upper right corner of the screen; 51 | void OnGUI() 52 | { 53 | GUI.contentColor = Color.black; 54 | 55 | float labelSize = 40f; 56 | float offset = 2f; 57 | 58 | GUI.Label(new Rect(Screen.width - labelSize + offset, offset, labelSize, 30f), currentFrameRateString); 59 | 60 | GUI.contentColor = Color.white; 61 | 62 | GUI.Label(new Rect(Screen.width - labelSize, 0f, labelSize, 30f), currentFrameRateString); 63 | } 64 | } 65 | } -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/FPSCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0880153ad58e694698cd8daac1ec02a 3 | timeCreated: 1561896609 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/FPSCounter.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/MouseCursorLock.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This script provides simple mouse cursor locking functionality; 8 | public class MouseCursorLock : MonoBehaviour { 9 | 10 | //Whether to lock the mouse cursor at the start of the game; 11 | public bool lockCursorAtGameStart = true; 12 | 13 | //Key used to unlock mouse cursor; 14 | public KeyCode unlockKeyCode = KeyCode.Escape; 15 | 16 | //Key used to lock mouse cursor; 17 | public KeyCode lockKeyCode = KeyCode.Mouse0; 18 | 19 | //Start; 20 | void Start () { 21 | 22 | if(lockCursorAtGameStart) 23 | { 24 | Cursor.lockState = CursorLockMode.Locked; 25 | Cursor.visible = false; 26 | } 27 | 28 | } 29 | 30 | //Update; 31 | void Update () { 32 | 33 | if(Input.GetKeyDown(unlockKeyCode)) 34 | { 35 | Cursor.lockState = CursorLockMode.None; 36 | Cursor.visible = true; 37 | } 38 | 39 | if(Input.GetKeyDown(lockKeyCode)) 40 | { 41 | Cursor.lockState = CursorLockMode.Locked; 42 | Cursor.visible = false; 43 | } 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/MouseCursorLock.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3fcd76e865f34be478ddb4c8830ec537 3 | timeCreated: 1563557707 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/MouseCursorLock.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/PlayerData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This static script is used by the 'DemoMenu' script to keep track of the currently selected options; 8 | public static class PlayerData { 9 | 10 | public static int controllerIndex = 0; 11 | public static bool enableShadows = true; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/PlayerData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f8c52f6bd46e9146ba5c0f889822099 3 | timeCreated: 1561903971 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | AssetOrigin: 14 | serializedVersion: 1 15 | productId: 144966 16 | packageName: Character Movement Fundamentals 17 | packageVersion: 2.2 18 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/PlayerData.cs 19 | uploadId: 426944 20 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/RotateObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace CMF 6 | { 7 | //This simple script continually rotates the gameobject it is attached to around a chosen axis; 8 | //It is used in the 'ExternalCameraScene' to demonstrate a camera setup where camera and character are separate gameobjects; 9 | public class RotateObject : MonoBehaviour 10 | { 11 | Transform tr; 12 | //Speed of rotation; 13 | public float rotationSpeed = 20f; 14 | //Axis used for rotation; 15 | public Vector3 rotationAxis = new Vector3(0f, 1f, 0f); 16 | 17 | //Start; 18 | void Start() 19 | { 20 | //Get transform component reference; 21 | tr = transform; 22 | } 23 | 24 | //Update; 25 | void Update() 26 | { 27 | //Rotate object; 28 | tr.Rotate(rotationAxis * rotationSpeed * Time.deltaTime); 29 | } 30 | } 31 | } 32 | 33 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Showcase/RotateObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3fe7a94c91b22648aaf0775c784c39f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | AssetOrigin: 13 | serializedVersion: 1 14 | productId: 144966 15 | packageName: Character Movement Fundamentals 16 | packageVersion: 2.2 17 | assetPath: Assets/Character Movement Fundamentals/Source/Scripts/Showcase/RotateObject.cs 18 | uploadId: 426944 19 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Smoothing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d14bd76b4d2c09c4780f8b77c9226434 3 | folderAsset: yes 4 | timeCreated: 1544024896 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Character Movement Fundamentals/Source/Scripts/Smoothing/SmoothPosition.cs.meta: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2025 Jan Ott 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | --------------------------------------------------------------------------------