├── .github └── ISSUE_TEMPLATE │ ├── bug_report.md │ └── feature_request.md ├── .gitignore ├── Assets ├── AdvancedCharacterController.meta └── AdvancedCharacterController │ ├── Core.meta │ ├── Core │ ├── AdvancedCharacterController.cs │ └── AdvancedCharacterController.cs.meta │ ├── Demo.meta │ ├── Demo │ ├── DemoScene.unity │ ├── DemoScene.unity.meta │ ├── DemoSceneSettings.lighting │ └── DemoSceneSettings.lighting.meta │ ├── Editor.meta │ ├── Editor │ ├── AdvancedCharacterControllerEditor.cs │ ├── AdvancedCharacterControllerEditor.cs.meta │ ├── DrawCapsule.cs │ └── DrawCapsule.cs.meta │ ├── Movement.meta │ └── Movement │ ├── InputManager.meta │ └── InputManager │ ├── CharacterController - InputManager.prefab │ ├── CharacterController - InputManager.prefab.meta │ ├── InputManagerMovement.cs │ └── InputManagerMovement.cs.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.github/ISSUE_TEMPLATE/bug_report.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Bug report 3 | about: Create a report to help us improve 4 | title: '' 5 | labels: '' 6 | assignees: '' 7 | 8 | --- 9 | 10 | **Describe the bug** 11 | A clear and concise description of what the bug is. 12 | 13 | **To Reproduce** 14 | Steps to reproduce the behavior: 15 | 1. Go to '...' 16 | 2. Click on '....' 17 | 3. Scroll down to '....' 18 | 4. See error 19 | 20 | **Expected behavior** 21 | A clear and concise description of what you expected to happen. 22 | 23 | **Screenshots** 24 | If applicable, add screenshots to help explain your problem. 25 | 26 | **Additional context** 27 | Add any other context about the problem here. 28 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/feature_request.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Feature request 3 | about: Suggest an idea for this project 4 | title: '' 5 | labels: '' 6 | assignees: '' 7 | 8 | --- 9 | 10 | **Is your feature request related to a problem? Please describe.** 11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] 12 | 13 | **Describe the solution you'd like** 14 | A clear and concise description of what you want to happen. 15 | 16 | **Describe alternatives you've considered** 17 | A clear and concise description of any alternative solutions or features you've considered. 18 | 19 | **Additional context** 20 | Add any other context or screenshots about the feature request here. 21 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Folders 2 | [Ll]ibrary/ 3 | [Tt]emp/ 4 | [Oo]bj/ 5 | [Bb]uild/ 6 | [Bb]uilds/ 7 | Assets/AssetStoreTools* 8 | 9 | # Visual Studio cache directory 10 | .vs/ 11 | 12 | # JetBrains Rider directory 13 | .idea/ 14 | JetBrains/ 15 | 16 | # Autogenerated VS/MD/Consulo solution and project files 17 | ExportedObj/ 18 | .consulo/ 19 | *.csproj 20 | *.unityproj 21 | *.sln 22 | *.suo 23 | *.tmp 24 | *.user 25 | *.userprefs 26 | *.pidb 27 | *.booproj 28 | *.svd 29 | *.pdb 30 | *.opendb 31 | 32 | # Unity3D generated meta files 33 | *.pidb.meta 34 | *.pdb.meta 35 | 36 | # Unity3D Generated File On Crash Reports 37 | sysinfo.txt 38 | 39 | # Builds 40 | *.apk 41 | *.unitypackage 42 | 43 | # Other 44 | *.ahbuildinfo 45 | [Ss]erialized[Bb]uild[Ii]nfo/ -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1350a71ce7f486a428beeda55df34859 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Core.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a7cffbb13e94846b7322e59b74338c6 3 | timeCreated: 1600697886 -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Core/AdvancedCharacterController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | namespace AdvancedCharacterController.Core 6 | { 7 | /// 8 | /// This is a more advanced and capable character controller for Unity3D. It is designed to replace the current character controller that is packaged in Unity. 9 | /// 10 | public class AdvancedCharacterController : MonoBehaviour 11 | { 12 | // Components that are apart of the AdvancedCharacterController - Capsule Collider and Rigidbody 13 | 14 | #region Components 15 | private List _capsuleColliders = new List(); 16 | private List _rigidbodies = new List(); 17 | 18 | /// 19 | /// The main collider for the AdvancedCharacterController 20 | /// 21 | public CapsuleCollider Collider 22 | { 23 | get 24 | { 25 | if (_capsuleColliders.Count <= 0) 26 | { 27 | GetCollider(); 28 | } 29 | 30 | return _capsuleColliders[0]; 31 | } 32 | } 33 | 34 | /// 35 | /// The Rigidbody for the AdvancedCharacterController 36 | /// 37 | public Rigidbody Rigidbody 38 | { 39 | get 40 | { 41 | if (_rigidbodies.Count <= 0) 42 | { 43 | GetRigidbody(); 44 | } 45 | 46 | return _rigidbodies[0]; 47 | } 48 | } 49 | 50 | /// 51 | /// Get the Collider from this GameObject, or add it if one doesn't exist 52 | /// 53 | private void GetCollider() 54 | { 55 | _capsuleColliders.Clear(); 56 | 57 | _capsuleColliders = gameObject.GetComponents().ToList(); 58 | 59 | if (_capsuleColliders.Count == 0) 60 | { 61 | CapsuleCollider collider = gameObject.AddComponent(); 62 | _capsuleColliders.Add(collider); 63 | } 64 | 65 | if (_capsuleColliders.Count > 1) 66 | { 67 | Debug.LogError( 68 | $"[AdvancedCharacterController] Cannot have any colliders on {gameObject.name}, please remove them!"); 69 | } 70 | 71 | _capsuleColliders[0].hideFlags = HideFlags.HideInInspector; 72 | UpdateColliderValues(); 73 | } 74 | 75 | /// 76 | /// Get the Rigidbody from this GameObject, or add it if one doesn't exist 77 | /// 78 | private void GetRigidbody() 79 | { 80 | _rigidbodies.Clear(); 81 | _rigidbodies = gameObject.GetComponents().ToList(); 82 | 83 | if (_rigidbodies.Count == 0) 84 | { 85 | var rb = gameObject.AddComponent(); 86 | _rigidbodies.Add(rb); 87 | } 88 | 89 | if (_rigidbodies.Count > 1) 90 | { 91 | for (int i = _rigidbodies.Count - 1; i > 1; i--) 92 | { 93 | Destroy(_rigidbodies[i]); 94 | _rigidbodies.RemoveAt(i); 95 | } 96 | } 97 | 98 | _rigidbodies[0].hideFlags = HideFlags.HideInInspector; 99 | UpdateRigidbodyValues(); 100 | } 101 | #endregion 102 | 103 | // Values to control the Collider of the AdvancedCharacterController 104 | 105 | #region ColliderValues 106 | /// 107 | /// Radius of AdvancedCharacterController Collider 108 | /// 109 | public float Radius { get; private set; } = 0.5f; 110 | 111 | /// 112 | /// Height of AdvancedCharacterController Collider 113 | /// 114 | public float Height { get; private set; } = 2f; 115 | 116 | /// 117 | /// Center of AdvancedCharacterController Collider 118 | /// 119 | public Vector3 Center { get; private set; } = Vector3.up; 120 | 121 | /// 122 | /// Returns the mid-point position of the collider 123 | /// 124 | public Vector3 ColliderMidPos => 125 | new Vector3(transform.position.x, transform.position.y + Height / 2f, transform.position.z); 126 | 127 | /// 128 | /// Set the Radius of the AdvancedCharacterController Collider 129 | /// 130 | /// 131 | public void SetColliderRadius(float radius) 132 | { 133 | if (Height <= 0) 134 | { 135 | radius = 0; 136 | } 137 | else 138 | { 139 | radius = Mathf.Clamp(radius, 0, Height / 2f); 140 | } 141 | 142 | if (radius.Equals(Radius)) 143 | { 144 | return; 145 | } 146 | 147 | Radius = radius; 148 | UpdateColliderValues(); 149 | } 150 | 151 | /// 152 | /// Set the Height of the AdvancedCharacterController Collider 153 | /// 154 | /// 155 | public void SetColliderHeight(float height) 156 | { 157 | height = Mathf.Clamp(height, 0, Mathf.Infinity); 158 | 159 | if (height.Equals(Height)) 160 | { 161 | return; 162 | } 163 | 164 | Height = height; 165 | UpdateColliderValues(); 166 | } 167 | 168 | /// 169 | /// Set the Center of the AdvancedCharacterController Collider 170 | /// 171 | /// 172 | public void SetColliderCenter(Vector3 center) 173 | { 174 | if (center.Equals(Center)) 175 | { 176 | return; 177 | } 178 | 179 | Center = center; 180 | UpdateColliderValues(); 181 | } 182 | 183 | private void UpdateColliderValues() 184 | { 185 | if (!Application.isPlaying) return; 186 | 187 | Collider.radius = Radius; 188 | Collider.height = Height; 189 | Collider.center = Center; 190 | 191 | if (Collider.material == null) 192 | { 193 | Collider.material = NoFrictionPhysicMaterial(); 194 | } 195 | 196 | if (!ignoreColliders.Contains(Collider)) 197 | { 198 | ignoreColliders.Add(Collider); 199 | } 200 | } 201 | 202 | private PhysicMaterial NoFrictionPhysicMaterial() 203 | { 204 | return new PhysicMaterial("No Friction") {dynamicFriction = 0, staticFriction = 0, bounciness = 0}; 205 | } 206 | #endregion 207 | 208 | // Values to control the Rigidbody of the AdvancedCharacterController 209 | 210 | #region RigidbodyValues 211 | /// 212 | /// Mass of the AdvancedCharacterController 213 | /// 214 | public float Mass { get; private set; } = 1f; 215 | 216 | /// 217 | /// Drag of the AdvancedCharacterController 218 | /// 219 | public float Drag { get; private set; } = 0f; 220 | 221 | /// 222 | /// Angular Drag of the AdvancedCharacterController 223 | /// 224 | public float AngularDrag { get; private set; } = 0.05f; 225 | 226 | public bool autoApplyGravity { get; set; } = true; 227 | public float gravityForce = 30f; 228 | public float stickToGroundForce = 10f; 229 | 230 | /// 231 | /// Set the Mass of the AdvancedCharacterController Rigidbody 232 | /// 233 | /// 234 | public void SetRigidbodyMass(float mass) 235 | { 236 | mass = Mathf.Clamp(mass, 0, Mathf.Infinity); 237 | 238 | if (mass.Equals(Mass)) 239 | { 240 | return; 241 | } 242 | 243 | Mass = mass; 244 | UpdateRigidbodyValues(); 245 | } 246 | 247 | /// 248 | /// Set the Drag of the AdvancedCharacterController Rigidbody 249 | /// 250 | /// 251 | public void SetRigidbodyDrag(float drag) 252 | { 253 | drag = Mathf.Clamp(drag, 0, Mathf.Infinity); 254 | 255 | if (drag.Equals(Drag)) 256 | { 257 | return; 258 | } 259 | 260 | Drag = drag; 261 | UpdateRigidbodyValues(); 262 | } 263 | 264 | /// 265 | /// Set the AngularDrag of the AdvancedCharacterController Rigidbody 266 | /// 267 | /// 268 | public void SetRigidbodyAngularDrag(float angularDrag) 269 | { 270 | angularDrag = Mathf.Clamp(angularDrag, 0, Mathf.Infinity); 271 | 272 | if (angularDrag.Equals(AngularDrag)) 273 | { 274 | return; 275 | } 276 | 277 | AngularDrag = angularDrag; 278 | UpdateRigidbodyValues(); 279 | } 280 | 281 | private void UpdateRigidbodyValues() 282 | { 283 | if (!Application.isPlaying) return; 284 | 285 | Rigidbody.mass = Mass; 286 | Rigidbody.drag = Drag; 287 | Rigidbody.angularDrag = AngularDrag; 288 | Rigidbody.useGravity = false; 289 | Rigidbody.isKinematic = false; 290 | Rigidbody.freezeRotation = true; 291 | } 292 | #endregion 293 | 294 | // Values for checking for the ground 295 | 296 | #region GroundedProperties 297 | public float sphereCastRadius = 0.5f; 298 | [Range(0f, 1f)] public float sphereCastDepth = 0.03f; 299 | public LayerMask layerMask = Physics.AllLayers; 300 | public List ignoreColliders = new List(); 301 | 302 | public Vector3 SphereCastPos => 303 | new Vector3(ColliderMidPos.x, ColliderMidPos.y - SphereCastDistance, ColliderMidPos.z); 304 | 305 | private float SphereCastDistance => Height / 2f + sphereCastRadius - (1f - sphereCastDepth); 306 | 307 | private RaycastHit _groundHit; 308 | public bool IsGrounded { get; private set; } 309 | 310 | public bool OnSlope { get; private set; } 311 | 312 | private void CheckForGrounded() 313 | { 314 | bool hasDetectedHit = Physics.SphereCast(ColliderMidPos, sphereCastRadius, -transform.up, out _groundHit, 315 | SphereCastDistance, layerMask, QueryTriggerInteraction.Ignore); 316 | 317 | if (!hasDetectedHit) 318 | { 319 | IsGrounded = false; 320 | return; 321 | } 322 | 323 | if (ignoreColliders.Contains(_groundHit.collider)) 324 | { 325 | IsGrounded = false; 326 | return; 327 | } 328 | 329 | if (Vector3.Angle(_groundHit.normal, transform.up) < slopeLimit) 330 | { 331 | OnSlope = true; 332 | } 333 | 334 | IsGrounded = true; 335 | } 336 | #endregion 337 | 338 | // Moving the AdvancedCharacterController 339 | 340 | #region Move 341 | [Range(0, 90)] public float slopeLimit = 30f; 342 | 343 | private Vector3 _moveVector = Vector3.zero; 344 | 345 | /// 346 | /// Move the character controller in the direction of the "moveVector". Call from FixedUpdate() 347 | /// 348 | /// 349 | public void Move(Vector3 moveVector) 350 | { 351 | _moveVector = moveVector; 352 | } 353 | 354 | private void FixedUpdate() 355 | { 356 | CheckForGrounded(); 357 | 358 | UpdateMoveVector(); 359 | 360 | Rigidbody.velocity = _moveVector; 361 | } 362 | 363 | private void UpdateMoveVector() 364 | { 365 | if (!autoApplyGravity) return; 366 | 367 | if (IsGrounded) 368 | { 369 | _moveVector.y += -stickToGroundForce; 370 | } 371 | else 372 | { 373 | _moveVector.y += gravityForce * Time.fixedDeltaTime * Physics.gravity.y; 374 | } 375 | 376 | if (OnSlope) 377 | { 378 | // TODO Add code to manipulate character controller when on slope 379 | } 380 | } 381 | #endregion 382 | 383 | private void Awake() 384 | { 385 | GetCollider(); 386 | GetRigidbody(); 387 | } 388 | } 389 | } -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Core/AdvancedCharacterController.cs.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d3ab7b5a81be5e009d9792bb74ccd4e 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea96c117e49e40df9b7bd5adaa5fcd4e 3 | timeCreated: 1600697628 -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Editor/AdvancedCharacterControllerEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace AdvancedCharacterController.Editor 6 | { 7 | [CustomEditor(typeof(Core.AdvancedCharacterController))] 8 | public class AdvancedCharacterControllerEditor : UnityEditor.Editor 9 | { 10 | private Core.AdvancedCharacterController _controller; 11 | 12 | // Serialized Properties 13 | private SerializedProperty _sphereCastRadius; 14 | private SerializedProperty _sphereCastDepth; 15 | private SerializedProperty _layerMask; 16 | private SerializedProperty _ignoreColliders; 17 | private SerializedProperty _slopeLimit; 18 | 19 | //Foldouts 20 | private static bool _colliderValuesFoldout; 21 | private static bool _rigidbodyValuesFoldout; 22 | private static bool _groundedPropFoldout; 23 | private static bool _movementPropFoldout; 24 | 25 | private void OnEnable() 26 | { 27 | _controller = (Core.AdvancedCharacterController) target; 28 | 29 | _sphereCastRadius = serializedObject.FindProperty(nameof(_controller.sphereCastRadius)); 30 | _sphereCastDepth = serializedObject.FindProperty(nameof(_controller.sphereCastDepth)); 31 | _layerMask = serializedObject.FindProperty(nameof(_controller.layerMask)); 32 | _ignoreColliders = serializedObject.FindProperty(nameof(_controller.ignoreColliders)); 33 | _slopeLimit = serializedObject.FindProperty(nameof(_controller.slopeLimit)); 34 | 35 | SceneView.duringSceneGui -= OnSceneDrawAlways; 36 | SceneView.duringSceneGui += OnSceneDrawAlways; 37 | } 38 | 39 | private void OnSceneDrawAlways(SceneView view) 40 | { 41 | DrawCapsule.DrawWireCapsule(_controller.transform.position + _controller.Center, 42 | _controller.transform.rotation, _controller.Radius, _controller.Height, 43 | Color.blue); 44 | } 45 | 46 | private void OnSceneGUI() 47 | { 48 | if (_groundedPropFoldout) 49 | { 50 | DrawCapsule.DrawWireCapsule(_controller.SphereCastPos, _controller.transform.rotation, 51 | _sphereCastRadius.floatValue, 52 | _sphereCastRadius.floatValue * 2, Color.red); 53 | } 54 | } 55 | 56 | public override void OnInspectorGUI() 57 | { 58 | EditorGUILayout.Space(); 59 | serializedObject.Update(); 60 | 61 | // Collider Values 62 | _colliderValuesFoldout = 63 | EditorGUILayout.BeginFoldoutHeaderGroup(_colliderValuesFoldout, new GUIContent("Collider Values")); 64 | 65 | if (_colliderValuesFoldout) 66 | { 67 | EditorGUI.indentLevel++; 68 | 69 | EditorGUILayout.HelpBox(new GUIContent("These values change the size of the player collider.")); 70 | 71 | EditorGUI.BeginChangeCheck(); 72 | float radius = EditorGUILayout.FloatField(new GUIContent("Radius"), _controller.Radius); 73 | float height = EditorGUILayout.FloatField(new GUIContent("Height"), _controller.Height); 74 | Vector3 center = EditorGUILayout.Vector3Field(new GUIContent("Center"), _controller.Center); 75 | if (EditorGUI.EndChangeCheck()) 76 | { 77 | _controller.SetColliderHeight(height); 78 | _controller.SetColliderRadius(radius); 79 | _controller.SetColliderCenter(center); 80 | } 81 | 82 | EditorGUI.indentLevel--; 83 | } 84 | 85 | EditorGUILayout.EndFoldoutHeaderGroup(); 86 | 87 | // Rigidbody values 88 | _rigidbodyValuesFoldout = 89 | EditorGUILayout.BeginFoldoutHeaderGroup(_rigidbodyValuesFoldout, new GUIContent("Rigidbody Values")); 90 | 91 | if (_rigidbodyValuesFoldout) 92 | { 93 | EditorGUI.indentLevel++; 94 | 95 | EditorGUILayout.HelpBox( 96 | new GUIContent("These values change how the controller will react to the physics and gravity.")); 97 | 98 | EditorGUI.BeginChangeCheck(); 99 | float mass = EditorGUILayout.FloatField(new GUIContent("Mass"), _controller.Mass); 100 | float drag = EditorGUILayout.FloatField(new GUIContent("Drag"), _controller.Drag); 101 | float angularDrag = EditorGUILayout.FloatField(new GUIContent("Angular Drag"), _controller.AngularDrag); 102 | EditorGUILayout.Space(); 103 | 104 | EditorGUILayout.HelpBox( 105 | new GUIContent( 106 | "Auto apply gravity will use default gravity, setting this to false will allow you to apply your own gravity or not use it at all.")); 107 | _controller.autoApplyGravity = 108 | EditorGUILayout.Toggle(new GUIContent("Auto Apply Gravity"), _controller.autoApplyGravity); 109 | GUI.enabled = _controller.autoApplyGravity; 110 | EditorGUI.indentLevel++; 111 | float gravityForce = 112 | EditorGUILayout.FloatField(new GUIContent("Gravity Force"), _controller.gravityForce); 113 | float stickToGroundForce = EditorGUILayout.FloatField(new GUIContent("Stick To Ground Force"), 114 | _controller.stickToGroundForce); 115 | EditorGUI.indentLevel--; 116 | GUI.enabled = true; 117 | 118 | 119 | if (EditorGUI.EndChangeCheck()) 120 | { 121 | _controller.gravityForce = Mathf.Clamp(gravityForce, 0, Mathf.Infinity); 122 | _controller.stickToGroundForce = Mathf.Clamp(stickToGroundForce, 0, Mathf.Infinity); 123 | 124 | _controller.SetRigidbodyMass(mass); 125 | _controller.SetRigidbodyDrag(drag); 126 | _controller.SetRigidbodyAngularDrag(angularDrag); 127 | } 128 | 129 | EditorGUI.indentLevel--; 130 | } 131 | 132 | EditorGUILayout.EndFoldoutHeaderGroup(); 133 | 134 | // Grounded Properties 135 | _groundedPropFoldout = 136 | EditorGUILayout.BeginFoldoutHeaderGroup(_groundedPropFoldout, 137 | new GUIContent("Ground Check Properties")); 138 | 139 | if (_groundedPropFoldout) 140 | { 141 | EditorGUI.indentLevel++; 142 | 143 | EditorGUILayout.HelpBox( 144 | new GUIContent( 145 | "These values change how accurately the controller will detect the ground. Grounded sphere-cast Gizmo will show when this Foldout is open!")); 146 | 147 | EditorGUI.BeginChangeCheck(); 148 | EditorGUILayout.PropertyField(_sphereCastRadius, true); 149 | EditorGUILayout.PropertyField(_sphereCastDepth, true); 150 | EditorGUILayout.PropertyField(_layerMask, true); 151 | EditorGUILayout.PropertyField(_ignoreColliders, true); 152 | if (EditorGUI.EndChangeCheck()) 153 | { 154 | _sphereCastRadius.floatValue = Mathf.Clamp(_sphereCastRadius.floatValue, 0, Mathf.Infinity); 155 | _sphereCastDepth.floatValue = Mathf.Clamp(_sphereCastDepth.floatValue, 0, Mathf.Infinity); 156 | } 157 | 158 | EditorGUI.indentLevel--; 159 | } 160 | 161 | EditorGUILayout.EndFoldoutHeaderGroup(); 162 | 163 | // Movement Properties 164 | _movementPropFoldout = 165 | EditorGUILayout.BeginFoldoutHeaderGroup(_movementPropFoldout, new GUIContent("Movement Properties")); 166 | 167 | if (_movementPropFoldout) 168 | { 169 | EditorGUI.indentLevel++; 170 | 171 | EditorGUILayout.HelpBox( 172 | new GUIContent( 173 | "These values change how the character controller will move and react with the environment.")); 174 | 175 | EditorGUI.BeginChangeCheck(); 176 | EditorGUILayout.PropertyField(_slopeLimit, true); 177 | if (EditorGUI.EndChangeCheck()) 178 | { 179 | } 180 | 181 | EditorGUI.indentLevel--; 182 | } 183 | 184 | EditorGUILayout.EndFoldoutHeaderGroup(); 185 | 186 | serializedObject.ApplyModifiedProperties(); 187 | } 188 | } 189 | } -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Editor/AdvancedCharacterControllerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9fb7b09ace6c7d4399623028b873ef7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Editor/DrawCapsule.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace AdvancedCharacterController.Editor 5 | { 6 | public static class DrawCapsule 7 | { 8 | public static void DrawWireCapsule(Vector3 pos, Quaternion rot, float radius, float height, 9 | Color color = default) 10 | { 11 | if (color != default) 12 | { 13 | Handles.color = color; 14 | } 15 | 16 | Matrix4x4 angleMatrix = Matrix4x4.TRS(pos, rot, Handles.matrix.lossyScale); 17 | using (new Handles.DrawingScope(angleMatrix)) 18 | { 19 | float pointOffset = (height - 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InputManager.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a1d476c242381e36bfe18257f4e6b8e 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Movement/InputManager/InputManagerMovement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace AdvancedCharacterController.Movement.InputManager 4 | { 5 | [RequireComponent(typeof(Core.AdvancedCharacterController))] 6 | public class InputManagerMovement : MonoBehaviour 7 | { 8 | public string horizontalInput = "Horizontal"; 9 | public string verticalInput = "Vertical"; 10 | public bool useRawInput = false; 11 | 12 | public KeyCode jumpKey = KeyCode.Space; 13 | 14 | public float moveSpeed = 7f; 15 | 16 | public float jumpSpeed = 15f; 17 | 18 | public bool jumpKeyPressed; 19 | private Core.AdvancedCharacterController _characterController; 20 | 21 | private void Awake() 22 | { 23 | _characterController = GetComponent(); 24 | } 25 | 26 | private void Update() 27 | { 28 | jumpKeyPressed = Input.GetKey(jumpKey); 29 | } 30 | 31 | private void FixedUpdate() 32 | { 33 | Vector3 velocity = CalculateMovement() * moveSpeed; 34 | 35 | if (jumpKeyPressed && _characterController.IsGrounded) 36 | { 37 | velocity += transform.up * jumpSpeed; 38 | } 39 | 40 | _characterController.Move(velocity); 41 | } 42 | 43 | private Vector3 CalculateMovement() 44 | { 45 | Vector3 velocity = Vector3.zero; 46 | 47 | float horizontal; 48 | float vertical; 49 | 50 | if (useRawInput) 51 | { 52 | horizontal = Input.GetAxisRaw(horizontalInput); 53 | vertical = Input.GetAxisRaw(verticalInput); 54 | } 55 | else 56 | { 57 | horizontal = Input.GetAxis(horizontalInput); 58 | vertical = Input.GetAxis(verticalInput); 59 | } 60 | 61 | velocity += transform.right * horizontal; 62 | velocity += transform.forward * vertical; 63 | 64 | if (velocity.sqrMagnitude > 1f) 65 | velocity.Normalize(); 66 | 67 | return velocity; 68 | } 69 | } 70 | } -------------------------------------------------------------------------------- /Assets/AdvancedCharacterController/Movement/InputManager/InputManagerMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a2f4e5534a832946baa38f02eb084a5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 William Whitehouse 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 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sun Aug 4 11:11:41 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.package-manager-ui@2.2.0 9 | com.unity.ext.nunit@1.0.0 10 | com.unity.test-framework@1.0.13 11 | com.unity.ide.vscode@1.0.7 12 | com.unity.ide.rider@1.0.8 13 | com.unity.ugui@1.0.0 14 | com.unity.modules.androidjni@1.0.0 15 | The following packages were updated: 16 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 17 | com.unity.textmeshpro from version 2.0.0 to 2.0.1 18 | com.unity.timeline from version 0.0.0-builtin to 1.1.0 19 | 20 | === Mon Sep 21 15:08:15 2020 21 | 22 | Packages were changed. 23 | Update Mode: updateDependencies 24 | 25 | The following packages were added: 26 | com.unity.ide.visualstudio@2.0.2 27 | The following packages were updated: 28 | com.unity.collab-proxy from version 1.2.16 to 1.3.9 29 | com.unity.ide.rider from version 1.0.8 to 1.2.1 30 | com.unity.ide.vscode from version 1.0.7 to 1.2.1 31 | com.unity.test-framework from version 1.0.13 to 1.1.16 32 | com.unity.textmeshpro from version 2.0.1 to 3.0.1 33 | com.unity.timeline from version 1.1.0 to 1.2.6 34 | The following packages were removed: 35 | com.unity.package-manager-ui@2.2.0 36 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.3.9", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.2.1", 6 | "com.unity.ide.visualstudio": "2.0.2", 7 | "com.unity.ide.vscode": "1.2.1", 8 | "com.unity.inputsystem": "1.0.0", 9 | "com.unity.test-framework": "1.1.16", 10 | "com.unity.textmeshpro": "3.0.1", 11 | "com.unity.timeline": "1.2.6", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 15 | "com.unity.modules.animation": "1.0.0", 16 | "com.unity.modules.assetbundle": "1.0.0", 17 | "com.unity.modules.audio": "1.0.0", 18 | "com.unity.modules.cloth": "1.0.0", 19 | "com.unity.modules.director": "1.0.0", 20 | "com.unity.modules.imageconversion": "1.0.0", 21 | "com.unity.modules.imgui": "1.0.0", 22 | "com.unity.modules.jsonserialize": "1.0.0", 23 | "com.unity.modules.particlesystem": "1.0.0", 24 | "com.unity.modules.physics": "1.0.0", 25 | "com.unity.modules.physics2d": "1.0.0", 26 | "com.unity.modules.screencapture": "1.0.0", 27 | "com.unity.modules.terrain": "1.0.0", 28 | "com.unity.modules.terrainphysics": "1.0.0", 29 | "com.unity.modules.tilemap": "1.0.0", 30 | "com.unity.modules.ui": "1.0.0", 31 | "com.unity.modules.uielements": "1.0.0", 32 | "com.unity.modules.umbra": "1.0.0", 33 | "com.unity.modules.unityanalytics": "1.0.0", 34 | "com.unity.modules.unitywebrequest": "1.0.0", 35 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 36 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 37 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 38 | "com.unity.modules.unitywebrequestwww": "1.0.0", 39 | "com.unity.modules.vehicles": "1.0.0", 40 | "com.unity.modules.video": "1.0.0", 41 | "com.unity.modules.vr": "1.0.0", 42 | "com.unity.modules.wind": "1.0.0", 43 | "com.unity.modules.xr": "1.0.0" 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": { 4 | "version": "1.3.9", 5 | "depth": 0, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.com" 9 | }, 10 | "com.unity.ext.nunit": { 11 | "version": "1.0.0", 12 | "depth": 0, 13 | "source": "registry", 14 | "dependencies": {}, 15 | "url": "https://packages.unity.com" 16 | }, 17 | "com.unity.ide.rider": { 18 | "version": "1.2.1", 19 | "depth": 0, 20 | "source": "registry", 21 | "dependencies": { 22 | "com.unity.test-framework": "1.1.1" 23 | }, 24 | "url": "https://packages.unity.com" 25 | }, 26 | "com.unity.ide.visualstudio": { 27 | "version": "2.0.2", 28 | "depth": 0, 29 | "source": "registry", 30 | "dependencies": {}, 31 | "url": "https://packages.unity.com" 32 | }, 33 | "com.unity.ide.vscode": { 34 | "version": "1.2.1", 35 | "depth": 0, 36 | "source": "registry", 37 | "dependencies": {}, 38 | "url": "https://packages.unity.com" 39 | }, 40 | "com.unity.inputsystem": { 41 | "version": "1.0.0", 42 | "depth": 0, 43 | "source": 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Advanced Character Controller 2 | 3 | This is a more advanced and capable character controller for Unity3D. It is designed to replace the current character controller that is packaged in Unity. 4 | 5 | ## Features 6 | - Built-in gravity (Toggleable) 7 | - Can be rotated in any direction unlike the default character controller - Please note it will not reset to default orientation automatically 8 | - It's open source 9 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | vcSharedLogLevel: 9 | value: 0d5e400f0650 10 | flags: 0 11 | m_VCAutomaticAdd: 1 12 | m_VCDebugCom: 0 13 | m_VCDebugCmd: 0 14 | m_VCDebugOut: 0 15 | m_SemanticMergeMode: 2 16 | m_VCShowFailedCheckout: 1 17 | m_VCOverwriteFailedCheckoutAssets: 1 18 | m_VCOverlayIcons: 1 19 | m_VCAllowAsyncUpdate: 0 20 | --------------------------------------------------------------------------------