That should be fairly straightforward to implement. Since the rotation of ‘CameraControls’ is directly controlled by the ‘CameraController’ component (‘CustomCameraController’, in your case), you’ll need to save (and load) the rotation values of the component instead of directly setting the transform’s rotation.
I’d love to go more into detail, since your question kind of requires a few more in-depth explanations. Would it be okay for you if we continue this by email? Just send me a copy of your comment to support@j-ott.com and I’ll get back to you as soon as possible.
The controllers should run fine on mobile devices, performance wise. In addition to that, you can override the controllers’ input calculation to implement any user input system - mobile input (via virtual joysticks, for example) included.
I’m currently looking into including mobile controls for the next update, though. If you need mobile input out-of-the-box, you might want to wait for version 1.2, which should be ready sometime in September.
@revanaii
Cool, thanks for sharing that movement code! Are the UnityEvents in your code for animation purposes?
JanOtt
Yep, to hook up camera FOV tweening, particles - that kind of stuff. And thx for the great asset, so far it’s the best controller I’ve found in terms of out-of-the box quality and complexity under the hood.
Hi there! Little pre-purchase question. So this looks like a great way to learn to make character controllers, which is what I’m doing obviously. I’m curious, most of these assets are only animated for third person, and don’t really cover first-person with an animated avatar. I’m having a difficult time setting that up myself. Does this have something like that? For example, something that would work for first-person multiplayer (first-person, but you need to see each player avatar), or something allowing the player to swap between first and third person views? Hope this makes sense, sorry my brain is fried at the moment…
I bought this character long time. At first, I thought it seems interesting to check out the code. I just tried it today. And, I’m surprised how smooth it is, its collision and penetration handling. The beauty is that this is a physics controller, interacting with physics object like plug and play, no hack no code. And you have the controllable feeling of a Kinematic controller, with smooth Camera controller to play well with it. I can’t wait to learn more from this gem. I will write a good review soon Happy coding!!!
Quick question: how easy is this Physics controller to support Root Motion on or off? Thanks
Hi toddkc!
In most games nowadays, you would use a two separate character meshes for first-person and third-person view, with each having custom animations.
For example, a regular first-person character mesh is often just two arms floating in mid-air, holding a gun.
To accomplish things like changing from first-person to third-person view, you’d simply turn off the first-person mesh and turn on the “normal”/third-person mesh, while changing the camera perspective at the same time.
So, to answer your question: There’s currently no built-in camera switching functionality included in the package, but you could easily implement something like it yourself with a bit of coding experience in Unity.
If you’d like to discuss this topic in greater detail, feel free to contact me via support@j-ott.com and I’ll do my best to answer your questions!
Regarding root motion controls: That’s an interesting question! To be completely honest, I haven’t looked too much into root motion implementation yet, but it’s definitely on the list.
The way I understand it, root motion should be relatively easy to combine with the ‘Mover’ component, but it most likely will require coding a new controller script (since root motion is too different from the player input based controls currently implemented).
Thanks for the reply. Let’s forget about the switching camera part. Is there a first-person controller setup to animate a full body, and not just arms?
Unfortunately, there’s currently no first-person, full body animation setup included in the package. All animations included in the package belong to the ‘Capguy’ character, which is just a simple placeholder (and doesn’t have any arms or legs).
Maybe I’ll include a more humanoid character in the package sometime in the future, though!
I went ahead and purchased this. I think there was a communication issue when I asked my question, I was over-complicating it. For the record (for anyone also curious) there is a third-person controller set up to strafe. Exactly what I needed!
I try the demo of this asset and is very solid. I want to know if with the asset I can restrict the movement of the camera like this game. (Up and down and on both sides) and get the same perspective/feeling. Also know if it is easy to add animations, such as walking, opening doors, etc.
After looking at a few gameplay videos, I can safely say that you can realize this kind of camera setup with my asset.
Actually, a few days ago, two customers were looking to implement a very similar perspective in their games and I wrote a little example script for them. If you end up buying the asset, please contact me via support@j-ott.com and I’ll send you a copy of the script, if you’re interested.
‘Character Movement Fundmentals’ only handles the movement aspect (including physics) of your game. Anything beyond that (like opening doors) you’ll need to program yourself.
Adding animations will require basic knowledge of the animation tools in Unity (Mecanim) and a bit of coding to hook up the animations to the character’s current state and velocity. There is however a section in the manual (4.6) that outlines some of the basics.
Actually I have something else. I am using the first person view but no matter what I do I cannot raise the height/view of the Actor/Camera. Any ideas?
Crouching could be a nice addition for a future update, I’ll look into it and see what I can do!
That’s odd. The only situation I can think of where you might run into problems is if you’re trying to change the camera’s height at runtime by moving the ‘CameraRoot’ object. Because that would interfere with the ‘SmoothPosition’ component.
If that’s the case, the easiest solution would be to just move the ‘CameraControls’ object instead, which is not affected by the smoothing scripts.
If that doesn’t solve the problem, please contact me via support@j-ott.com and I’ll take a closer look!
If you are talking about what I think you are, I had this same issue too. I am used to the capsule being my entire character, with the bottom of the capsule touching the ground. That isn’t how this works. The capsule represents the torso, and you need to adjust the Collider Offset Y and Collider Height settings in the Mover script on your gameobject to adjust the height.