What is it:
The Mecanim Character System is intended to give you a working base from which to build touch screen character control systems for Unity’s humanoid rigged characters. The Mecanim Character System uses many of Unity’s own code samples and animations then builds and expands upon it to create a more complete experience.
The ultimate goal of this package is to give you a one stop character control system for most game genres. To that end it will be expanded with more drag and drop character controllers. Of course, all updates to the kit will be free to all existing customers.
Currently at part 1, the Mecanim Character Controller comes with a default character controller that allows you to idle, walk, run, walk and run backwards and jump.
It also has a bunch of extra stuff that you might find useful with this kit or as standalone prefabs in other projects…
Quick summary:
Prefab for drag and drop character control
Prefabs for drag and drop touch screen buttons and joypads
Joysticks and buttons are accessible globally
Get notified of button presses via SendMessage and/or delegate functions
Drag and drop setup to use two displays for your game
Existing controllers can be modified to use this system with minimal effort
Character select system
Character pooling system
On the fly character swopping
BONUS CONTENT:
Also includes a custom model for you to use in your Unity projects
Or try the web player : (18Mb) http://www.mybadstudios.com/?page_id=867
The web player shows character select and on the fly character swopping only. The rest needs a phone to be useful
Submitted to the asset store about a week ago so hopefully it will be available on there soon…
I hope for more animation in a future update and be interested what will come at next. Do you have a plan for the next updates?
I am interested in all solutions for a rpg plus climbing, swim and dive.
What about different resolutions?
Can i use it with ngui?
As for NGUI, most certainly I make special mention of that inside the kit’s numerous readme files. The bulk of the work is done inside a script I like to think of as an SDK. You just need to call functions in it, most of which are static function so they can be called from anywhere; and most of what you will need is only 1 line of code always.
As such, in the demos I created samples where you use OnGUI and GUITextures for the interface. You can see from the simplicity of the scripts why integration with NGUI is almost automatic
In fact, here is the control script for using the kit with GUITextures, taken directly from the project:
using UnityEngine;using System.Collections;
public class OnTheFlyCharacterSwoppingGUITexture : MonoBehaviour {
public void LoadPreviousCharacter()
{
CharacterSelect.LoadNextCharacter(false);
}
public void LoadNextCharacter()
{
CharacterSelect.LoadNextCharacter();
}
}
Sorry guys. Seems if you want this you will have to get it on my website.
The asset store team says they can’t figure out what this kit does…
So yeah, seems the asset store is not going to happen…
At least I can show you a web player of one of the two character select systems although this really was more of a bonus than anything else. I did create a few of these to show that this is not the only way you can select your characters and also to show this happening using OnGUI and GUITexture and demonstrating how simple it would be to use with NGUI if you wanted to…
What makes this really nice and what I CANNOT show you in the web player is that if you do this on your phone you can display the controls on your phone but view the game on your TV. Also, I can’t let you experience the touch input controls which is what this kit is actually all about…
So overall, this webplayer is only good for showing you one of the two character select systems and demonstrating the fast character switching and nothing else apart from that… http://www.mybadstudios.com/?page_id=867
Think Apple will allow me to release a “Test the features of my kit” app so I can give you guys a test that way? lol