├── .gitignore ├── README.md └── Simple FPS Controller ├── Assets ├── Simple FPS Controller.meta └── Simple FPS Controller │ ├── Materials.meta │ ├── Materials │ ├── Column.mat │ ├── Column.mat.meta │ ├── Grid.mat │ ├── Grid.mat.meta │ ├── Grid2x.mat │ ├── Grid2x.mat.meta │ ├── Light-Gray.mat │ ├── Light-Gray.mat.meta │ ├── Textures.meta │ ├── Textures │ │ ├── black_grid.png │ │ ├── black_grid.png.meta │ │ ├── blue_grid.png │ │ ├── blue_grid.png.meta │ │ ├── red_grid.png │ │ └── red_grid.png.meta │ ├── WallRun.mat │ └── WallRun.mat.meta │ ├── README.pdf │ ├── README.pdf.meta │ ├── Scenes.meta │ ├── Scenes │ ├── Example.meta │ ├── Example.unity │ ├── Example.unity.meta │ └── Example │ │ ├── Example_Model.obj │ │ ├── Example_Model.obj.meta │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── Lightmap-10_comp_dir.png │ │ ├── Lightmap-10_comp_dir.png.meta │ │ ├── Lightmap-10_comp_light.exr │ │ ├── Lightmap-10_comp_light.exr.meta │ │ ├── Lightmap-11_comp_dir.png │ │ ├── Lightmap-11_comp_dir.png.meta │ │ ├── Lightmap-11_comp_light.exr │ │ ├── Lightmap-11_comp_light.exr.meta │ │ ├── Lightmap-12_comp_dir.png │ │ ├── Lightmap-12_comp_dir.png.meta │ │ ├── Lightmap-12_comp_light.exr │ │ ├── Lightmap-12_comp_light.exr.meta │ │ ├── Lightmap-13_comp_dir.png │ │ ├── Lightmap-13_comp_dir.png.meta │ │ ├── Lightmap-13_comp_light.exr │ │ ├── Lightmap-13_comp_light.exr.meta │ │ ├── Lightmap-14_comp_dir.png │ │ ├── Lightmap-14_comp_dir.png.meta │ │ ├── Lightmap-14_comp_light.exr │ │ ├── Lightmap-14_comp_light.exr.meta │ │ ├── Lightmap-15_comp_dir.png │ │ ├── Lightmap-15_comp_dir.png.meta │ │ ├── Lightmap-15_comp_light.exr │ │ ├── Lightmap-15_comp_light.exr.meta │ │ ├── Lightmap-16_comp_dir.png │ │ ├── Lightmap-16_comp_dir.png.meta │ │ ├── Lightmap-16_comp_light.exr │ │ ├── Lightmap-16_comp_light.exr.meta │ │ ├── Lightmap-17_comp_dir.png │ │ ├── Lightmap-17_comp_dir.png.meta │ │ ├── Lightmap-17_comp_light.exr │ │ ├── Lightmap-17_comp_light.exr.meta │ │ ├── Lightmap-18_comp_dir.png │ │ ├── Lightmap-18_comp_dir.png.meta │ │ ├── Lightmap-18_comp_light.exr │ │ ├── Lightmap-18_comp_light.exr.meta │ │ ├── Lightmap-19_comp_dir.png │ │ ├── Lightmap-19_comp_dir.png.meta │ │ ├── Lightmap-19_comp_light.exr │ │ ├── Lightmap-19_comp_light.exr.meta │ │ ├── Lightmap-1_comp_dir.png │ │ ├── Lightmap-1_comp_dir.png.meta │ │ ├── Lightmap-1_comp_light.exr │ │ ├── Lightmap-1_comp_light.exr.meta │ │ ├── Lightmap-20_comp_dir.png │ │ ├── Lightmap-20_comp_dir.png.meta │ │ ├── Lightmap-20_comp_light.exr │ │ ├── Lightmap-20_comp_light.exr.meta │ │ ├── Lightmap-21_comp_dir.png │ │ ├── Lightmap-21_comp_dir.png.meta │ │ ├── Lightmap-21_comp_light.exr │ │ ├── Lightmap-21_comp_light.exr.meta │ │ ├── Lightmap-22_comp_dir.png │ │ ├── Lightmap-22_comp_dir.png.meta │ │ ├── Lightmap-22_comp_light.exr │ │ ├── Lightmap-22_comp_light.exr.meta │ │ ├── Lightmap-2_comp_dir.png │ │ ├── Lightmap-2_comp_dir.png.meta │ │ ├── Lightmap-2_comp_light.exr │ │ ├── Lightmap-2_comp_light.exr.meta │ │ ├── Lightmap-3_comp_dir.png │ │ ├── Lightmap-3_comp_dir.png.meta │ │ ├── Lightmap-3_comp_light.exr │ │ ├── Lightmap-3_comp_light.exr.meta │ │ ├── Lightmap-4_comp_dir.png │ │ ├── Lightmap-4_comp_dir.png.meta │ │ ├── Lightmap-4_comp_light.exr │ │ ├── Lightmap-4_comp_light.exr.meta │ │ ├── Lightmap-5_comp_dir.png │ │ ├── Lightmap-5_comp_dir.png.meta │ │ ├── Lightmap-5_comp_light.exr │ │ ├── Lightmap-5_comp_light.exr.meta │ │ ├── Lightmap-6_comp_dir.png │ │ ├── Lightmap-6_comp_dir.png.meta │ │ ├── Lightmap-6_comp_light.exr │ │ ├── Lightmap-6_comp_light.exr.meta │ │ ├── Lightmap-7_comp_dir.png │ │ ├── Lightmap-7_comp_dir.png.meta │ │ ├── Lightmap-7_comp_light.exr │ │ ├── Lightmap-7_comp_light.exr.meta │ │ ├── Lightmap-8_comp_dir.png │ │ ├── Lightmap-8_comp_dir.png.meta │ │ ├── Lightmap-8_comp_light.exr │ │ ├── Lightmap-8_comp_light.exr.meta │ │ ├── Lightmap-9_comp_dir.png │ │ ├── Lightmap-9_comp_dir.png.meta │ │ ├── Lightmap-9_comp_light.exr │ │ ├── Lightmap-9_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── Scripts.meta │ └── Scripts │ ├── Grappling Hook.meta │ ├── Grappling Hook │ ├── SFPSC_GrapplingHook.cs │ ├── SFPSC_GrapplingHook.cs.meta │ ├── SFPSC_Rope.cs │ └── SFPSC_Rope.cs.meta │ ├── SFPSC_FPSCamera.cs │ ├── SFPSC_FPSCamera.cs.meta │ ├── SFPSC_KeyManager.cs │ ├── SFPSC_KeyManager.cs.meta │ ├── SFPSC_PlayerMovement.cs │ ├── SFPSC_PlayerMovement.cs.meta │ ├── Wall Run.meta │ └── Wall Run │ ├── SFPSC_WallRun.cs │ └── SFPSC_WallRun.cs.meta ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | [Ll]ibrary/ 6 | [Tt]emp/ 7 | [Oo]bj/ 8 | [Bb]uild/ 9 | [Bb]uilds/ 10 | [Ll]ogs/ 11 | 12 | # MemoryCaptures can get excessive in size. 13 | # They also could contain extremely sensitive data 14 | /[Mm]emoryCaptures/ 15 | 16 | # Asset meta data should only be ignored when the corresponding asset is also ignored 17 | !/[Aa]ssets/**/*.meta 18 | 19 | # Uncomment this line if you wish to ignore the asset store tools plugin 20 | # /[Aa]ssets/AssetStoreTools* 21 | 22 | # Autogenerated Jetbrains Rider plugin 23 | /[Aa]ssets/Plugins/Editor/JetBrains* 24 | 25 | # Visual Studio cache directory 26 | .vs/ 27 | 28 | # Gradle cache directory 29 | .gradle/ 30 | 31 | # Autogenerated VS/MD/Consulo solution and project files 32 | ExportedObj/ 33 | .consulo/ 34 | *.csproj 35 | *.unityproj 36 | *.sln 37 | *.suo 38 | *.tmp 39 | *.user 40 | *.userprefs 41 | *.pidb 42 | *.booproj 43 | *.svd 44 | *.pdb 45 | *.mdb 46 | *.opendb 47 | *.VC.db 48 | 49 | # Unity3D generated meta files 50 | *.pidb.meta 51 | *.pdb.meta 52 | *.mdb.meta 53 | 54 | # Unity3D generated file on crash reports 55 | sysinfo.txt 56 | 57 | # Builds 58 | *.apk 59 | *.unitypackage 60 | 61 | # Crashlytics generated file 62 | crashlytics-build.properties -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Simple-FPS-Controller 2 | Unity asset that can help you develop your First Person Game.
3 | This is a Rigidbody First Person Controller that supports Wall running and Grapple hook.
4 |

5 | 📲 Social Media and Contacts 📲
6 | ➡ WEBSITE - https://thedevelopers.tech
7 | 📌YOUTUBE - https://www.youtube.com/channel/UCwO0k5dccZrTW6-GmJsiFrg
8 | 📘FACEBOOK - https://www.facebook.com/VicTor-372230180173180
9 | 📒INSTAGRAM - https://www.instagram.com/thedeveloper10/
10 | 💎TWITTER - https://twitter.com/the_developer10
11 |
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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22a92dda8b126ff4796f9e84ae1c8871 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Grappling Hook.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10821172c88ff9341b3ab95722c0e0c5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Grappling Hook/SFPSC_GrapplingHook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bcc92d25c90c69a4fb16ec24abd60863 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Grappling Hook/SFPSC_Rope.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | [RequireComponent(typeof(LineRenderer))] 7 | public class SFPSC_Rope : MonoBehaviour 8 | { 9 | [Header("Values")] 10 | public AnimationCurve effectOverTime; 11 | public AnimationCurve curve; 12 | public AnimationCurve curveEffectOverDistance; 13 | public float curveSize = 5; 14 | public float scrollSpeed = 5; 15 | public int segments = 100; 16 | public float animSpeed = 1.5f; 17 | 18 | private LineRenderer lineRenderer; 19 | private void Start() 20 | { 21 | lineRenderer = this.GetComponent(); 22 | } 23 | 24 | private Vector3 _start; 25 | private Vector3 _end; 26 | private float _time; 27 | private bool _active; 28 | 29 | public void UpdateGrapple() 30 | { 31 | lineRenderer.enabled = _active; 32 | if (_active) 33 | ProcessBounce(); 34 | } 35 | 36 | private Vector3[] vectors; 37 | private Quaternion forward; 38 | private Vector3 up, defaultPos; 39 | private float delta, realDelta, calcTime, effect; 40 | private int i = 0, d = 0; 41 | private void ProcessBounce() 42 | { 43 | vectors = new Vector3[segments + 1]; 44 | _time = Mathf.MoveTowards(_time, 1f, 45 | Mathf.Max(Mathf.Lerp(_time, 1f, animSpeed * Time.deltaTime) - _time, 0.2f * Time.deltaTime)); 46 | 47 | vectors[0] = _start; 48 | 49 | forward = Quaternion.LookRotation(_end - _start); 50 | up = forward * Vector3.up; 51 | 52 | for (i = 1; i < segments + 1; i++) 53 | { 54 | delta = 1f / segments * i; 55 | realDelta = delta * curveSize; 56 | 57 | if(realDelta > 1.0f) 58 | { 59 | d = (int)(realDelta - 1.0f); 60 | realDelta -= d; 61 | if (realDelta > 1.0f) 62 | realDelta -= 1.0f; 63 | } 64 | 65 | calcTime = realDelta + -scrollSpeed * _time; 66 | if (calcTime < 0f) 67 | { 68 | calcTime -= (int)calcTime; 69 | if (calcTime < 0f) 70 | calcTime += 1.0f; 71 | } 72 | 73 | defaultPos = GetPos(delta); 74 | effect = Eval(effectOverTime, _time) * Eval(curveEffectOverDistance, delta) * Eval(curve, calcTime); 75 | 76 | vectors[i] = defaultPos + up * effect; 77 | } 78 | 79 | lineRenderer.positionCount = vectors.Length; 80 | lineRenderer.SetPositions(vectors); 81 | } 82 | 83 | private Vector3 GetPos(float d) 84 | { 85 | return Vector3.Lerp(_start, _end, d); 86 | } 87 | 88 | private static float Eval(AnimationCurve ac, float t) 89 | { 90 | return ac.Evaluate(t * ac.keys.Select(k => k.time).Max()); 91 | } 92 | 93 | public void Grapple(Vector3 start, Vector3 end) 94 | { 95 | _active = true; 96 | _time = 0f; 97 | 98 | _start = start; 99 | _end = end; 100 | } 101 | 102 | public void UnGrapple() 103 | { 104 | _active = false; 105 | } 106 | 107 | public void UpdateStart(Vector3 start) 108 | { 109 | _start = start; 110 | } 111 | } 112 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Grappling Hook/SFPSC_Rope.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f751818d95c350d4f861acca600edb9a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_FPSCamera.cs: -------------------------------------------------------------------------------- 1 | /* 2 | ███████╗██╗██████╗ ██████╗████████╗  ██████╗ ███████╗██████╗ ██████╗ █████╗ ███╗ ██╗ 3 | ██╔════╝██║██╔══██╗██╔════╝╚══██╔══╝  ██╔══██╗██╔════╝██╔══██╗██╔════╝██╔══██╗████╗ ██║ 4 | █████╗ ██║██████╔╝╚█████╗ ██║   ██████╔╝█████╗ ██████╔╝╚█████╗ ██║ ██║██╔██╗██║ 5 | ██╔══╝ ██║██╔══██╗ ╚═══██╗ ██║   ██╔═══╝ ██╔══╝ ██╔══██╗ ╚═══██╗██║ ██║██║╚████║ 6 | ██║ ██║██║ ██║██████╔╝ ██║   ██║ ███████╗██║ ██║██████╔╝╚█████╔╝██║ ╚███║ 7 | ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═╝   ╚═╝ ╚══════╝╚═╝ ╚═╝╚═════╝ ╚════╝ ╚═╝ ╚══╝ 8 | 9 | █████╗ █████╗ ███╗ ███╗███████╗██████╗ █████╗ 10 | ██╔══██╗██╔══██╗████╗ ████║██╔════╝██╔══██╗██╔══██╗ 11 | ██║ ╚═╝███████║██╔████╔██║█████╗ ██████╔╝███████║ 12 | ██║ ██╗██╔══██║██║╚██╔╝██║██╔══╝ ██╔══██╗██╔══██║ 13 | ╚█████╔╝██║ ██║██║ ╚═╝ ██║███████╗██║ ██║██║ ██║ 14 | ╚════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝ 15 | 16 | █████╗ █████╗ ███╗ ██╗████████╗██████╗ █████╗ ██╗ ██╗ ███████╗██████╗ 17 | ██╔══██╗██╔══██╗████╗ ██║╚══██╔══╝██╔══██╗██╔══██╗██║ ██║ ██╔════╝██╔══██╗ 18 | ██║ ╚═╝██║ ██║██╔██╗██║ ██║ ██████╔╝██║ ██║██║ ██║ █████╗ ██████╔╝ 19 | ██║ ██╗██║ ██║██║╚████║ ██║ ██╔══██╗██║ ██║██║ ██║ ██╔══╝ ██╔══██╗ 20 | ╚█████╔╝╚█████╔╝██║ ╚███║ ██║ ██║ ██║╚█████╔╝███████╗███████╗███████╗██║ ██║ 21 | ╚════╝ ╚════╝ ╚═╝ ╚══╝ ╚═╝ ╚═╝ ╚═╝ ╚════╝ ╚══════╝╚══════╝╚══════╝╚═╝ ╚═╝ 22 | 23 | █▄▄ █▄█   ▀█▀ █ █ █▀▀   █▀▄ █▀▀ █ █ █▀▀ █  █▀█ █▀█ █▀▀ █▀█ 24 | █▄█  █     █  █▀█ ██▄   █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄ 25 | */ 26 | using System.Collections; 27 | using System.Collections.Generic; 28 | using UnityEngine; 29 | 30 | [RequireComponent(typeof(Camera))] 31 | public class SFPSC_FPSCamera : MonoBehaviour 32 | { 33 | public static SFPSC_FPSCamera cam; 34 | private Camera cam_; 35 | 36 | public float sensitivity = 3; 37 | [HideInInspector] 38 | public float mouseX, mouseY; 39 | public float maxUpAngle = 80; 40 | public float maxDownAngle = -80; 41 | public Transform player; 42 | public Transform CameraPosition; 43 | 44 | private void Awake() 45 | { 46 | cam = this; 47 | cam_ = this.GetComponent(); 48 | 49 | Cursor.lockState = CursorLockMode.Locked; 50 | Cursor.visible = false; 51 | } 52 | 53 | private float rotX = 0.0f, rotY = 0.0f; 54 | [HideInInspector] 55 | public float rotZ = 0.0f; 56 | private void Update() 57 | { 58 | // Mouse input 59 | mouseX = Input.GetAxis("Mouse X") * sensitivity; 60 | mouseY = Input.GetAxis("Mouse Y") * sensitivity; 61 | 62 | // Calculations 63 | rotX -= mouseY; 64 | rotX = Mathf.Clamp(rotX, maxDownAngle, maxUpAngle); 65 | rotY += mouseX; 66 | 67 | // Placing values 68 | transform.localRotation = Quaternion.Euler(rotX, rotY, rotZ); 69 | player.Rotate(Vector3.up * mouseX); 70 | transform.position = CameraPosition.position; 71 | } 72 | 73 | public void Shake(float magnitude, float duration) 74 | { 75 | StartCoroutine(IShake(magnitude, duration)); 76 | } 77 | 78 | private IEnumerator IShake(float mag, float dur) 79 | { 80 | WaitForEndOfFrame wfeof = new WaitForEndOfFrame(); 81 | for(float t = 0.0f; t <= dur; t += Time.deltaTime) 82 | { 83 | rotZ = Random.Range(-mag, mag) * (t / dur - 1.0f); 84 | yield return wfeof; 85 | } 86 | rotZ = 0.0f; 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_FPSCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e30682c720b6694681a0eb8b7252ad3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_KeyManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class SFPSC_KeyManager 4 | { 5 | public static KeyCode Jump = KeyCode.Space; 6 | public static KeyCode Run = KeyCode.LeftShift; 7 | public static KeyCode Grapple = KeyCode.E; 8 | } 9 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_KeyManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df84b968f9c84614c894fe09def106af 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_PlayerMovement.cs: -------------------------------------------------------------------------------- 1 | /* 2 | ███████╗██╗██████╗ ██████╗████████╗  ██████╗ ███████╗██████╗ ██████╗ █████╗ ███╗ ██╗ 3 | ██╔════╝██║██╔══██╗██╔════╝╚══██╔══╝  ██╔══██╗██╔════╝██╔══██╗██╔════╝██╔══██╗████╗ ██║ 4 | █████╗ ██║██████╔╝╚█████╗ ██║   ██████╔╝█████╗ ██████╔╝╚█████╗ ██║ ██║██╔██╗██║ 5 | ██╔══╝ ██║██╔══██╗ ╚═══██╗ ██║   ██╔═══╝ ██╔══╝ ██╔══██╗ ╚═══██╗██║ ██║██║╚████║ 6 | ██║ ██║██║ ██║██████╔╝ ██║   ██║ ███████╗██║ ██║██████╔╝╚█████╔╝██║ ╚███║ 7 | ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═╝   ╚═╝ ╚══════╝╚═╝ ╚═╝╚═════╝ ╚════╝ ╚═╝ ╚══╝ 8 | 9 | ██████╗ ██╗ █████╗ ██╗ ██╗███████╗██████╗   ███╗ ███╗ █████╗ ██╗ ██╗███████╗███╗ ███╗███████╗███╗ ██╗████████╗ 10 | ██╔══██╗██║ ██╔══██╗╚██╗ ██╔╝██╔════╝██╔══██╗  ████╗ ████║██╔══██╗██║ ██║██╔════╝████╗ ████║██╔════╝████╗ ██║╚══██╔══╝ 11 | ██████╔╝██║ ███████║ ╚████╔╝ █████╗ ██████╔╝  ██╔████╔██║██║ ██║╚██╗ ██╔╝█████╗ ██╔████╔██║█████╗ ██╔██╗██║ ██║ 12 | ██╔═══╝ ██║ ██╔══██║ ╚██╔╝ ██╔══╝ ██╔══██╗  ██║╚██╔╝██║██║ ██║ ╚████╔╝ ██╔══╝ ██║╚██╔╝██║██╔══╝ ██║╚████║ ██║ 13 | ██║ ███████╗██║ ██║ ██║ ███████╗██║ ██║  ██║ ╚═╝ ██║╚█████╔╝ ╚██╔╝ ███████╗██║ ╚═╝ ██║███████╗██║ ╚███║ ██║ 14 | ╚═╝ ╚══════╝╚═╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝  ╚═╝ ╚═╝ ╚════╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚══════╝╚═╝ ╚══╝ ╚═╝ 15 | 16 | █▄▄ █▄█   ▀█▀ █ █ █▀▀   █▀▄ █▀▀ █ █ █▀▀ █  █▀█ █▀█ █▀▀ █▀█ 17 | █▄█  █     █  █▀█ ██▄   █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄ 18 | */ 19 | using System.Collections; 20 | using System.Collections.Generic; 21 | using UnityEngine; 22 | 23 | // I use Physics.gravity a lot instead of Vector3.up because you can point the gravity to a different direction and i want the controller to work fine 24 | [RequireComponent(typeof(Rigidbody))] 25 | [RequireComponent(typeof(CapsuleCollider))] 26 | public class SFPSC_PlayerMovement : MonoBehaviour 27 | { 28 | private static Vector3 vecZero = Vector3.zero; 29 | private Rigidbody rb; 30 | private CapsuleCollider cc; 31 | 32 | private bool enableMovement = true; 33 | 34 | [Header("Movement properties")] 35 | public float walkSpeed = 8.0f; 36 | public float runSpeed = 12.0f; 37 | public float changeInStageSpeed = 10.0f; // Lerp from walk to run and backwards speed 38 | public float maximumPlayerSpeed = 150.0f; 39 | [HideInInspector] public float vInput, hInput; 40 | public Transform groundChecker; 41 | 42 | [Header("Jump")] 43 | public float jumpForce = 500.0f; 44 | public float jumpCooldown = 1.0f; 45 | private bool jumpBlocked = false; 46 | 47 | private void Start() 48 | { 49 | rb = this.GetComponent(); 50 | cc = this.GetComponent(); 51 | } 52 | 53 | private bool isGrounded = false; 54 | public bool IsGrounded { get { return isGrounded; } } 55 | 56 | private Vector3 inputForce; 57 | private void Update() 58 | { 59 | // Input 60 | vInput = Input.GetAxisRaw("Vertical"); 61 | hInput = Input.GetAxisRaw("Horizontal"); 62 | 63 | // Clamping speed 64 | rb.velocity = ClampMag(rb.velocity, maximumPlayerSpeed); 65 | 66 | if (!enableMovement) 67 | return; 68 | inputForce = (transform.forward * vInput + transform.right * hInput).normalized * (Input.GetKey(SFPSC_KeyManager.Run) ? runSpeed : walkSpeed); 69 | 70 | if (isGrounded) 71 | { 72 | // Jump 73 | if (Input.GetButton("Jump") && !jumpBlocked) 74 | { 75 | rb.AddForce(-jumpForce * rb.mass * Vector3.down); 76 | jumpBlocked = true; 77 | Invoke("UnblockJump", jumpCooldown); 78 | } 79 | // Ground controller 80 | rb.velocity = Vector3.Lerp(rb.velocity, inputForce, changeInStageSpeed * Time.deltaTime); 81 | } 82 | else 83 | // Air control 84 | rb.velocity = ClampSqrMag(rb.velocity + inputForce * Time.deltaTime, rb.velocity.sqrMagnitude); 85 | } 86 | 87 | private static Vector3 ClampSqrMag(Vector3 vec, float sqrMag) 88 | { 89 | if (vec.sqrMagnitude > sqrMag) 90 | vec = vec.normalized * Mathf.Sqrt(sqrMag); 91 | return vec; 92 | } 93 | 94 | private static Vector3 ClampMag(Vector3 vec, float maxMag) 95 | { 96 | if (vec.sqrMagnitude > maxMag * maxMag) 97 | vec = vec.normalized * maxMag; 98 | return vec; 99 | } 100 | 101 | private void OnCollisionStay(Collision collision) 102 | { 103 | isGrounded = false; 104 | for(int i = 0; i < collision.contactCount; ++i) 105 | { 106 | if (Vector3.Dot(Vector3.up, collision.contacts[i].normal) > .2f) 107 | { 108 | isGrounded = true; 109 | return; 110 | } 111 | } 112 | } 113 | 114 | private void OnCollisionExit(Collision collision) 115 | { 116 | isGrounded = false; 117 | } 118 | 119 | private void UnblockJump() 120 | { 121 | jumpBlocked = false; 122 | } 123 | 124 | 125 | // Enables jumping and player movement 126 | public void EnableMovement() 127 | { 128 | enableMovement = true; 129 | } 130 | 131 | // Disables jumping and player movement 132 | public void DisableMovement() 133 | { 134 | enableMovement = false; 135 | } 136 | } 137 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_PlayerMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ec39ce101b75a44ba203f9e9cbaa8b5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Wall Run.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d1927aea477dd04a9275c2018c99207 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Wall Run/SFPSC_WallRun.cs: -------------------------------------------------------------------------------- 1 | /* 2 | ██╗ ██╗ █████╗ ██╗ ██╗   ██████╗ ██╗ ██╗███╗ ██╗ 3 | ██║ ██╗ ██║██╔══██╗██║ ██║   ██╔══██╗██║ ██║████╗ ██║ 4 | ╚██╗████╗██╔╝███████║██║ ██║   ██████╔╝██║ ██║██╔██╗██║ 5 | ████╔═████║ ██╔══██║██║ ██║   ██╔══██╗██║ ██║██║╚████║ 6 | ╚██╔╝ ╚██╔╝ ██║ ██║███████╗███████╗  ██║ ██║╚██████╔╝██║ ╚███║ 7 | ╚═╝ ╚═╝ ╚═╝ ╚═╝╚══════╝╚══════╝  ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚══╝ 8 | 9 | █▄▄ █▄█   ▀█▀ █ █ █▀▀   █▀▄ █▀▀ █ █ █▀▀ █  █▀█ █▀█ █▀▀ █▀█ 10 | █▄█  █     █  █▀█ ██▄   █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄ 11 | */ 12 | using System.Collections; 13 | using System.Collections.Generic; 14 | using UnityEngine; 15 | 16 | [RequireComponent(typeof(SFPSC_PlayerMovement))] 17 | public class SFPSC_WallRun : MonoBehaviour 18 | { 19 | private static Vector3 vecZero = Vector3.zero; 20 | 21 | public Transform startingPosition; // The starting position for two raycasts(left and right) to check if there is a wall near 22 | 23 | [Header("Properties")] 24 | public LayerMask layerMask; // The walls' layers mask that the player is going to attach 25 | public float maxDistanceToWall = 1.5f; // The maximum distance to attach the player to a wall 26 | public float constantWallRunForce = 15.0f; // This force is going to be applied on the player constantly while wall running 27 | public float jumpForce = 600.0f; // The jump force that is applied when you jump while wall running 28 | public float cameraTiltAngle = 10.0f; // The angle that the camera tilts when wall running 29 | public float minSpeedWhenAttached = 10.0f; 30 | public float t1 = 5.0f, multiplier = 4.5f; 31 | public float jumpWallMultiplier = 0.5f, jumpForwardMultiplier = 0.3f, jumpUpMultiplier = 0.2f; 32 | 33 | [Header("Block times")] 34 | public float jumpBlockTime = 0.8f; // The jump function is blocked for this amount of seconds 35 | public float attachToWallBlockTime = 1.0f; // The attach to wall function is blocked for this amount of seconds 36 | 37 | private SFPSC_PlayerMovement pm; 38 | private Rigidbody rb; 39 | private void Start() 40 | { 41 | pm = this.GetComponent(); 42 | rb = this.GetComponent(); 43 | } 44 | 45 | private RaycastHit hitInfo; 46 | private bool blocked = false, wallRunning = false; 47 | private void FixedUpdate() 48 | { 49 | if (!rb.useGravity || blocked) 50 | return; 51 | 52 | if(Physics.Raycast(startingPosition.position, transform.right, out hitInfo, maxDistanceToWall, layerMask)) 53 | { 54 | if (pm.vInput >= .5f) 55 | { 56 | if (!wallRunning) 57 | StartWallRunning(); 58 | AddForces(hitInfo.normal, true); 59 | return; 60 | } 61 | } 62 | if(Physics.Raycast(startingPosition.position, -transform.right, out hitInfo, maxDistanceToWall, layerMask)) 63 | { 64 | if (pm.vInput >= .5f) 65 | { 66 | if (!wallRunning) 67 | StartWallRunning(); 68 | AddForces(hitInfo.normal, false); 69 | return; 70 | } 71 | } 72 | 73 | if (wallRunning) 74 | StopWallRunning(); 75 | gravityForce = vecZero; 76 | } 77 | 78 | private float t = 0.0f, mag; 79 | private void StartWallRunning() 80 | { 81 | wallRunning = true; 82 | t = t1; 83 | rb.velocity = new Vector3(rb.velocity.x, t, rb.velocity.z); 84 | } 85 | 86 | private void StopWallRunning() 87 | { 88 | wallRunning = false; 89 | SFPSC_FPSCamera.cam.rotZ = 0.0f; // Resetting the z rotation on the camera (if the player shoots and the camera shakes it won't be such a problem) 90 | blocked = true; 91 | Invoke(nameof(UnblockWallRunning), attachToWallBlockTime); 92 | } 93 | 94 | private void UnblockWallRunning() 95 | { 96 | blocked = false; 97 | } 98 | 99 | private Vector3 gravityForce; 100 | private bool isJumpAvailable = true; 101 | private void AddForces(Vector3 wallNormal, 102 | bool right) // if right is false it means that the wall is on the left side 103 | { 104 | if (isJumpAvailable && Input.GetKey(SFPSC_KeyManager.Jump)) 105 | { 106 | rb.AddForce((hitInfo.normal * jumpWallMultiplier + transform.forward * jumpForwardMultiplier + Vector3.up * jumpUpMultiplier).normalized * rb.mass * jumpForce); 107 | isJumpAvailable = false; 108 | Invoke(nameof(UnblockJump), jumpBlockTime); 109 | } 110 | 111 | if (t >= 0.0f) 112 | { 113 | rb.velocity = new Vector3(rb.velocity.x, t, rb.velocity.z); 114 | t -= multiplier * Time.fixedDeltaTime; 115 | } 116 | 117 | mag = new Vector2(rb.velocity.x, rb.velocity.z).magnitude; 118 | if (mag < minSpeedWhenAttached) 119 | rb.velocity = new Vector3(rb.velocity.x / mag, rb.velocity.y / minSpeedWhenAttached, rb.velocity.z / mag) * minSpeedWhenAttached; 120 | 121 | // if the player somehow calls Shake(...) method on the FPSCamera script it is going to set the rotZ to 0 and there 122 | // is no way to inform the player that he is on a wall so we constantly set the rotZ to the angle 123 | SFPSC_FPSCamera.cam.rotZ = right ? cameraTiltAngle : -cameraTiltAngle; 124 | } 125 | 126 | private static Vector3 ClampSqrMag(Vector3 vec, float sqrMag) 127 | { 128 | if (vec.sqrMagnitude > sqrMag) 129 | vec = vec.normalized * Mathf.Sqrt(sqrMag); 130 | return vec; 131 | } 132 | 133 | private void UnblockJump() 134 | { 135 | isJumpAvailable = true; 136 | } 137 | } 138 | 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