Hey friends of unity,
This is my first post after using unity for the better part of a year, but thats eneough about me onto my project. I am currently in development of a 3D multiplayer game that allows for each character to have their own local gravity. Now if anyone has used unity’s character controller and tried to rotate their controller away from the y-up global then you may have realized that the controller doesn’t rotate with you. This i believe is a byproduct of the physX code the character controller is based off of.
After realizing that the character controller wasnt going to work i switched to a Rigid body system. Soon after implementing the rigid body system i soon wasnt impressed by its functionality and the lack of collision flags. So i moved onto my third option which was roll my own.
And i have always wanted to have something to share with the community so here in a very pre-alpha stage is my kinematic character controller that is not locked to the y-axis. 600179–21328–$capCharacterController.cs (6.19 KB)
please pardon the bad naming scheme and the bad code standards as i said this is pre-alpha. Also just pass in a deltaMove to the move function to use it.
Let me know what the unity community thinks so far.
tl;dr; after expirementing with character controllers i rolled my own, not done with it yet though.
Peace out
The Captain