Kinematic Character Controller, Without y-locked axis

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

Hey captain,

Thanks for sharing. Your script looks very promising. What is its foundation? Read something about Quake2…

Would really like to see an improved version although I´m currently not especially looking for arbitrary gravitation vectors but just for a character controller which feels like in typical games. E.g. pushing other character away when hitting them etc. is something Unity´s controller really lacks.

xad