【更新】Easy Character Movement 2 1.3.1第二代角色控制器
本帖最后由 微笑的猫 于 2024-1-23 11:23 编辑Easy Character Movement系列索引:
Easy Character Movement 1.8下载链接
Easy Character Movement 1.8.1下载链接
Easy Character Movement 1.8.2下载链接
Easy Character Movement 2 1.0.1下载链接
Easy Character Movement 2 1.2.0下载链接
Easy Character Movement 2 1.2.1下载链接
Easy Character Movement 2 1.3.2下载链接
Easy Character Movement 2 1.4.0下载链接
Easy Character Movement 2 doesn’t do any rendering, it’ll work with any render pipeline.
The demos are made using the Built-in Render Pipeline, as it’s still the most common denominator, but you can use any RP you prefer.
Easy Character Movement 2 is a robust, feature-rich, highly customizable, general purpose (not game-genre tied) kinematic character controller.
ECM2 can be used for any kind of character (player or AI controlled) and for a wide range of games like, platformer, first person, third person, adventure, point and click, and more!
ECM2 thas been developed with extensibility in mind so you can rest assured it will serve you as a robust platform to build your game or add your unique game mechanics on top of it.
ECM2 includes over 40 examples, ranging from using the new input system custom actions, PlayerInput component, first person, third person, target lock, twin-sick movement, dash, slide, ladders, AI, Cinemachine, Bolt, and many more!
Extensive documentation, and fully commented readable source code included.
WHAT'S NEW?
Removed New Input System dependency.
ECM2 includes 2 versions, ECM2 - Input System, using the Unity's new Input System package, and a new one ECM2 - Input Manager, which uses the old input manager without any dependency on new input system.
Users decide which version to import.
FEATURES
Kinematic character controller.
Work the Unity's way, simply call its Move method, just like Unity' Character Controller.
Robust ground detection based on real surface normal.
Slope Limit Override lets you define walkable areas per-face or even per-object.
Configurable walkable area (perchOffset) lets you define the character's 'feet' radius.
Capsule-based with Flat Base for Ground Checks option. This avoids the situation where characters slowly lower off the side of a ledge.
Ground constraint, prevent the character's being launched off ramps.
Configurable Plane Constraint so movement along the locked axis is not possible.
Auto-stepping preserving character's momentum (e.g. its stride).
User-defined gravity and up vector for mario galaxy like effects.
Physics interactions.
Character vs Character interactions.
First-class, transparent (without further steps needed by you) platforms support, be it animated, scripted, or physics based.
Collision and Grounding events.
Network friendly. Full control over the update and simulation timestep.
Flexible and customizable behavior through callbacks.
Fully configurable friction based movement including water buoyancy!
Uses Unity New Input System as its default input (but not limited to).
Different movement modes and states, like walking, falling, unlimited variable height jump, crouching, sprinting, flying, swimming, etc.
First person, Third person, Agent “base” characters.
Full control over how a character is affected (or not) by external forces, platform velocity, platform movement and / or rotation, push other rigidbodies and or characters.
Character actions events.
Extensive and configurable collision filtering.
Different template scenes (First person, Third person, Side scroller, Top down) for faster startup.
40+ examples including custom input actions, cinemachine integration, first person, third person, character events, bouncers, fly, swim, dash, slide, ladders, and much more!
Developed with extensibility in mind, can be used as it is, extend one of its “base” characters or simply take control of them using controllers such as other scripts or visual scripting (e.g. Bolt).
Physics Volumes, to easily handle water, falling zones, etc. with configurable properties.
Root motion support.
Simple to use but complete API.
Easy integration into existing projects.
Fully commented C# source code. Clear, readable and easy to extend.
Garbage-Collector friendly, no GC allocations.
Easy Character Movement 2不做任何渲染,它可以与任何渲染管线一起工作。
这些演示是使用内置渲染管线制作的,因为它仍然是最常见的分母,但你可以使用你喜欢的任何RP。
Easy Character Movement 2是一个强大的、功能丰富的、高度可定制的、通用的(与游戏类型无关的)运动学角色控制器。
ECM2可用于任何类型的角色(玩家或AI控制),并可用于各种游戏,如平台游戏、第一人称游戏、第三人称游戏、冒险游戏、点击游戏等等。
ECM2在开发时考虑到了可扩展性,因此您可以放心,它将作为一个强大的平台来构建您的游戏或在其上添加您独特的游戏机制。
ECM2包括40多个例子,包括使用新的输入系统自定义动作、PlayerInput组件、第一人称、第三人称、目标锁定、双病运动、冲刺、滑行、梯子、AI、Cinemachine、Bolt等等。
包括广泛的文档和完全注释的可读源代码。
有什么新内容?
删除了对新输入系统的依赖。
ECM2包括两个版本,ECM2--输入系统,使用Unity的新输入系统包,以及一个新的ECM2--输入管理器,使用旧的输入管理器,不依赖新输入系统。
用户决定导入哪个版本。
特点
运动型角色控制器。
以Unity的方式工作,简单地调用其移动方法,就像Unity的角色控制器一样。
基于真实表面法线的强大的地面检测。
坡度限制覆盖让你定义每个面甚至每个物体的可行走区域。
可配置的可行走区域(perchOffset)让你定义角色的 "脚 "半径。
基于胶囊的地面检查选项的平底。这避免了角色从壁架边上慢慢降低的情况。
地面约束,防止角色被推出坡道。
可配置的平面约束,因此沿锁定的轴线移动是不可能的。
自动步法,保留角色的动量(例如,它的步幅)。
用户定义的重力和上升矢量,以获得类似Mario Galaxy的效果。
物理互动。
角色与角色之间的互动。
一流的、透明的(不需要你进一步的步骤)平台支持,无论是动画的、脚本的,还是基于物理的。
碰撞和接地事件。
网络友好。对更新和模拟时间段的完全控制。
通过回调的灵活和可定制的行为。
完全可配置的基于摩擦的运动,包括水的浮力。
使用Unity新输入系统作为其默认输入(但不限于此)。
不同的运动模式和状态,如行走、跌倒、无限的可变高度跳跃、蹲下、冲刺、飞行、游泳等。
第一人称、第三人称、代理 "基础 "角色。
完全控制一个角色如何受到外力、平台速度、平台运动和/或旋转、推动其他刚体和/或角色的影响(或不影响)。
角色动作事件。
广泛的、可配置的碰撞过滤。
不同的模板场景(第一人称、第三人称、侧滚轴、俯视),以加快启动速度。
40多个例子,包括自定义输入动作、电影机集成、第一人称、第三人称、角色事件、弹跳、飞行、游泳、冲刺、滑行、梯子等。
开发时考虑到了可扩展性,可以按原样使用,扩展其 "基础 "角色之一,或者简单地使用控制器,如其他脚本或视觉脚本(如Bolt)来控制它们。
物理体积,可以轻松地处理水、下降区等可配置的属性。
支持根部运动。
简单使用但完整的API。
易于集成到现有的项目中。
完全注释的C#源代码。清晰、可读、易于扩展。
垃圾收集器友好,没有GC分配。
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