├── .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/
--------------------------------------------------------------------------------
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/Assets/AdvancedCharacterController/Core/AdvancedCharacterController.cs:
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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 | }
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/Assets/AdvancedCharacterController/Editor/AdvancedCharacterControllerEditor.cs:
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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 | }
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/Assets/AdvancedCharacterController/Editor/DrawCapsule.cs:
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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 - (radius * 2)) / 2;
20 |
21 | // Draw sideways
22 | Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.left, Vector3.back, -180, radius);
23 | Handles.DrawLine(new Vector3(0, pointOffset, -radius), new Vector3(0, -pointOffset, -radius));
24 | Handles.DrawLine(new Vector3(0, pointOffset, radius), new Vector3(0, -pointOffset, radius));
25 | Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.left, Vector3.back, 180, radius);
26 | // Draw front
27 | Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.back, Vector3.left, 180, radius);
28 | Handles.DrawLine(new Vector3(-radius, pointOffset, 0), new Vector3(-radius, -pointOffset, 0));
29 | Handles.DrawLine(new Vector3(radius, pointOffset, 0), new Vector3(radius, -pointOffset, 0));
30 | Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.back, Vector3.left, -180, radius);
31 | // Draw center
32 | Handles.DrawWireDisc(Vector3.up * pointOffset, Vector3.up, radius);
33 | Handles.DrawWireDisc(Vector3.down * pointOffset, Vector3.up, radius);
34 | }
35 | }
36 | }
37 | }
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/Assets/AdvancedCharacterController/Movement/InputManager/InputManagerMovement.cs:
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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 | }
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/LICENSE:
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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 |
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46 |
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/README.md:
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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 |
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