[Released] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.77b

Game Kit Controller
Available in the Asset Store

Current Version 3.77b
(September 23, 2024)

GKC is the most complete engine solution with 1st/3rd Person Controller & unique mechanics, RPG systems, Gravity and Sci-Fi features!

New Update 3.77b (Changelog):
-Improved AI behabiors!

-New Zombie AI Template

-Improved damage detection with destroyable body parts and limbs to drop

-AI can toggle long and short range attacks dynamically

-Damaged body parts on AI can change behavior and attacks

-100% compatible with Unity 6

GKC is a powerful engine which allows to create most type of games easily. Including a 3rd/1st person controller, including full body awareness, to cover almost any genre: shooter, adventure, action, puzzles, fixed camera horror/thriller, story telling, fast or slow paced type, 2.5d, top down, point & click, isometric, …

Save thousand of hours in development and focus on making your game. Designed with mechanics in mind and to be highly customizable or/and extended with your own code.

It is the perfect foundation for your game and a great learning tool. Filled with ready to use mechanics. GKC contains amazing features not found on other packages. There are tons of possibilities. Enable/disable anything you need.

Set up a player or IA in a couple of seconds.

Very customizable effects and options: camera states, configuration and transitions, powers, weapons, touch controls, headbob, custom input keys, footsteps, vehicles and much more.

FEATURES:

• Character Controller: A physics-based & root motion controller, with features to make the player more dynamic and feel alive, with advanced use of IK for feet, legs, upper body, hands and head track. Include many settings, as number of jumps, look in camera direction, ragdoll transition, drive vehicles, use weapons/powers, foot steps, ground adherence for slopes and stairs with mesh colliders and tank controls, crouch sliding, wall running, dash, climb ladders, lean, paraglider and wind zones …

• Traversal Movements : More MetroidVania than ever! Includes free fall, roll on landing to avoid damage, improved jump-air-land transition, wall running, different jump height based on key press time, swim-dive, slide and wall jump crouch sliding, wall running, free climb system, paraglider & wind zones, fully adapted to 2.5d!

• Action system: configure easily new custom actions based on animations triggered by places of the level, specific situations, input, like sit on a chair, pick objects from the ground, open doors, press button, vault, slide, 360º direction roll/evade, walk on a cliff, etc… Available on the AI too.

• Camera System: Multiple camera views and states, including first and third person with collision detection, and any type of locked camera view, like fixed camera, top down, isometric, point & click, 2.5d, cutscenes, etc…Start the game in any view. The current view can make transitions to any other state, shakes, headbob and other feedback. It has also a powerful lock-on and aim assist.

• Abilities: The player can perform a large number of actions, like circumnavigate spheres & irregular surfaces, adhere to any surface, fire powers from his hands, customize new power behaviors, close combat system with combos, fly freely, use a possession system to control any object on the level, grab and carry objects on camera or in his hands, cloak/stealth system, shield, spell casting, throw objects, use grappling hook, etc… and combine it with the action system to use animations with it, with 30+ abilities examples!

• Advanced Gravity Manipulation: Up is down and left is right. GKC player has a very powerful gravity system which allows to walk on any surface, circumnavigate objects, adhere to any place. Different gravity zones can be configured on the same level, affecting to objects and vehicles as well and the gravity direction in these zones can change in real time, including zero gravity mode. Vehicles has the same gravity manipulation, drive anywhere!

• Character Creator: Create new characters with your own model in a matter of two clicks, including players and NPC/AI for friends and enemies.

• Custom Input System: unified keyboard, touch & gamepad input, using events to trigger any action and configure as much input keys as you need. Controls are ready to use on mobile and it allows to manage multiple gamepads for local multiplayer. Input can be rebind ingame and save/load it.

• Mobile Ready: all the controls, actions and features works in mobile. Touch controls can be enabled in editor and desktop at any moment.

• Advanced Weapon System: Extensible and customizable weapon system based on physics and IK, including new behaviors, allows to configure from regular weapons such a revolver or shotgun, to advanced tools, like a flashlight or an smartphone.

Attachments can be configured ingame. Includes a decal manager for any type of surface for scorch, sounds and particles. Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius, …

Now with Dual Wield weapons are now available, setting every weapon for every hand in real time. And animation management for weapons in 1st person, compatible with any weapon pack on the store.

• Inventory Management: Add and configure new inventory objects in a few clicks, including weapons, ammo, consumables, quest items and pickups. Each object can have weight and the inventory can have a weight limit. Inventory is managed through any type of category. These objects can be also examined in the inventory menu and inventory size can be increased ingame with bags. Crates and chest can instantiate these objects anywhere. Inventory banks included. New Hotbar added!

• Extensible Vehicle System: Car, motorbike, hovercraft, aircraft, hoverboard, … based on physics, with advanced damage detection, weapons, IK for driver and passengers limbs and body, throw passengers on high collisions and camera states. New vehicle Wizard Creator added.

• Powerful Map System included, to configure tiles for every room, floor, building and exterior/cities of your game with an advanced map creator, with views in 2d/3d and compass. Use a mini map window with different icons for every type of object.

• Friend and enemy AI: including health bars, unarmed, weapons and combat type, advanced waypoint system for patrols, give orders to friendly AI, like enter on vehicles, factions to configure relations between NPCs and the player, hide from AI on places like grass or under a table. Also, now Zombies included! Includes AI pet companion to call, ride and give orders. AI can take turns to attack like Arkham games, steal or pick weapons from scene!

• Interact with any device/object in the level, such as text screens, password terminals, computers, security cameras, padlocks, places with text messages for the player, buttons to press, doors, elevators, ziplines, jump platforms, pressure plates, heal/damage zones, teleportation platforms, puzzles, tutorial triggers, one way and waypoint platforms, explosive barrels, etc…

• RPG elements: XP and level, mission system to configure any type of quest, skills with upgrades, stats, currency, vendor system, stamina, oxygen … with serialization.

• Melee Combat System: allowing to perform combos, special attacks, blocks with sword/shields, roll/dodge, perfect blocks, hit reaction system, throw/return weapon, warp ability, activate a slice mode, bow/arrows with effects, lock-on target and much more, including the AI brain for melee as well! Fire projectiles from melee weapons, like magic stuff or rifle/gun swords!

• Scene Manager to change of scene ingame, connect your scenes and levels through events, triggers and buttons, with auto save/load and fast travel stations.

• Complete Save/Load System: included in the package, it allows to save/load the game in any moment, save stations and checkpoints, with the most important info, including inventory, weapons, stats, experience, skills, missions, etc… Also auto save/load of info when changing to a different Scenes. Loading screen system with % load included.

• Powerful Editor: The asset is made with very intuitive and easy to use custom editors, having the perfect workflow to create and configure elements like new inventory objects, weapons, maps, etc… in seconds.

• Packed with content: Multitude of systems to boost the development: health with advanced damage detection, dialog with decisions and branches, mission to configure any type of quest, local multiplayer with split screen and multiple gamepad management, full map and compass, climb ledge, create cutscenes, examine and interact with objects, Photo Mode to take captures ingame and more. Includes movements like free fall, roll on landing to avoid damage fall, improved jump-air-land transition, wall running, different jump height based on key press time, … All code included.

• Community and Support: Official Discord channel with a growing base of users. Get direct support in real time from the developer and helping people as well, with remote sessions.

Integrations:
-Emerald AI
-Easy Build System
-UMA 2
-Edy’s Vehicles
-Malber’s animals
-RCC
-NWH vehicles
-SCK & MCK
-Dialogue system
-Rewired
-More to arrive

MORE TO COME
-New enemies, weapons & powers
-New vehicles: industrial, construction, planes, space ships, …
-Crafting System: recipes, build tools, cook and more
-Online multiplayer
-Armor/cloth system
-Cover System
-Climb System
-VR Support
-And more

INTEGRATIONS PLANNED: This is the more immediate list of integrations planned for the next months:
-Cinemachine
-Horse animator pro
-Salsa
-Destroy it
-ABC ability control toolkit
-Puppet master
-Behavior designer
-Rayfire
-Quest Machine

If you have any question or issue, don’t hesitate to use the email support, this forum or join discord, which can be found on this page and in the doc.

GKC is in constant development.

Complete list of features/changelog from previous versions

DISCORD
Get the best support possible on discord, with a growing community which also helps each other and also, you can chat directly with the developer of GKC in real time, for doubts, issues or questions.

Join the discord channel

DOCUMENTATION

ONLINE DOC ON GITBOOK

This document is currently in process. For now, this is the lastest version of this file, which will include tutorials for every system in the asset. Every week, this file will be updated until is totally complete.

New Documentation 3.7 covering first steps and basic setup. Added September 10, 2023 (new content will arrive soon).

PRICE

The price of the asset in the Asset Store is 59$

DEMOS
Version 3.77b Current Version (added September 23, 2024)
PC demo 1
PC demo 2
PC demo Local Multiplayer
Android demo

ANIMATIONS PACKAGE DIRECT GOOGLE DRIVE LINK
Remember to close/open unity project once the package is imported into the project.
[ANIMATIONS PACKAGE FILE]
(GKC 3.77b Action Systems Animations Package.unitypackage - Google Drive)

TRAILER

SHOWCASE VIDEO (games developed using GKC)
https://www.youtube.com/watch?v=PPDL-6-P_0g

PREVIOUS TRAILER

TUTORIAL VIDEOS (New videos every week)

FEATURE PREVIEW VIDEOS

CAPTURES AND GIFS:

FULL ROADMAP

ROADMAP FOR 3.0 FOR THE REST OF 2024

Update 3.8 (already in process)

  • Online multiplayer, flexible to use most common online solutions
  • Selection for single player, coop or online multiplayer menus ingame
  • Customization of the character at the beginning of the game, like in dark souls, fallout, cyberpunk, etc… allowing to set info related to stats, abilities and other values according to the class selected (warrior, wizard, archer, etc…)
  • VR integration
  • Inventory tetris grid managemenet inspired in resident evil 4
  • Main tutorial video for guide, quick start and first steps into any kind of project, including to show character templates for player and AI
  • AI boss examples and resident evil nemesis/mr X AI type examples

Update 3.9

  • Cover system
  • Ability to swap between characters in the game, similar to GTA V
  • More deep combo and special attacks activated by different key combinations,…
  • Ability to move on ledges to left and right while grabbing them
  • Separation of the whole HUD and UI elements of the player prefab, being two separated objects, to make them easier to manage
  • Build system to make structures and interaction objects on scene, like many crafting games
  • Tutorial videos to cover different genres with GKC (and more)

FULL ROADMAP START OF 4.0 FOR 2024-2025 AND BEYOND

First update 4.0

  • Farming/Harvesting mechanics
  • Survival elements, hungry, thirty, body temperature, and other stats, like poison
  • More wizards for the creation and customization of stuff
  • More parkour and dynamic movement from platformer genres, like mario 64, odyssey, grab
  • from ceilings like in crash bandicoot, …
  • AI extended and improved behaviors, reacting to object on scenes, take random decisions,
  • crowd AI type for cities/large spaces
  • Moving inside ships and any other type of vehicle/object through physics forces, like outer wilds/star citizen (maybe on 3.9)

Next updates of 4.0

  • More types of controls, similar to Diablo, MOBA & RTS and similar genres
  • More integrations with other assets (suggest any you consider interesting or useful
  • New enemy types, weapons & powers
  • Boss system
  • New vehicles, like regular, industrial, construction, planes, spatial ships, etc…
  • Cargo system on vehicles
  • Online multiplayer
  • Integrations with ABC combat system, MS vehicles, Honor AI, Quest Machine, Climbing System, Behavior AI, Horse Pro Anim Set and more
  • AI able to drive & walk in any surface
  • More control types based on games like Diablo and RTS genres
  • Vehicle race system
  • Cover System
  • Ability to swap between characters in the game, similar to GTA V or agents of mayhem
  • Vehicles with automatic weapons, to detect and fire at targets
  • Audio and text files to find in the level, which will be stored in a system, saving/loading those files already found, similar to dead space, resident evil games, etc…
  • More deep combo and special attacks activated by different key combinations
  • New elements for the dialog system: changes of cameras, time limit to give answers, 3d bubbles on the level to show dialog lines, images on the screen for each character talking, etc….
  • AI able to give pickups to the player
  • More improvements to all the systems
  • Option to increase spread amount for automatic weapons, with a minimum, a maximum and the increase speed
  • Option when weapons are picked, check the bullets, if the weapon is already picked, take its bullets
  • Option to set if a weapon is already picked, change between weapons, to set different stats
  • More weapons/tools, more behaviors to projectiles, more powers, more abilities and mechanics related to physics and games like infamous, control and dishonored
  • Weapons that overheat, can have charged shoots, secondary shoots and can received damage, break and be repaired
  • More hack mechanics similar to watch dogs 2
  • Full UI navigation with gamepad
  • And more…

GKC is continuously being improved, including documentation in progress.

F.A.Q.

7 Likes

GIFS:

It seems the GIF files were damaged, will reupload them along new ones in a few days (May 2024)

Gravity system:

Top down mode:

Isometric view:

Vehicles:


In this video, I show you a level of the game which I made with a very old version of this controller (the game is made by me). Hope you like it.

https://www.youtube.com/watch?v=yjyJ7Qb8o5U

Others:




Possession/Override system, to control other characters, vehicles, objects, etc…


1 Like

ENEMY DAMAGE DIRECTION ICON AND FADING DAMAGE SCREEN

IMPROVED TOUCH CONTROLS

DIFFERENTS POWERS: GRENADES, BLACK HOLES, JOINT, GRAB AND SLOWN DOWN OBJECTS AND ENEMIES AND SHOOT ENERGY

NEW CLOSE COMBAT SYSTEM WITH KICK AND PUNCH COMBOS

EVERY TURRET HAS 3 DIFFERENTS WEAPONS: LASER, MACHINE GUN AND CANNON

1 Like

Hi again. I just want to update the state of the update, finally is 100 % completed. Sorry for the hugh delay, it took me more time due to I was always adding more features, and also fixing some issues.

I have added also a couple of new features: now the camera can move away from the player, to elevated it above the character, so now the camera has a bigger angle to see around the player.

The other feature is an editor that set automatically your own 3d model inside the player controller, just by dropping the model inside it and pressing a button in the inspector window, setting all the objects needed inside his bones (quick and easy).

The only remaining work to do is finish the documentation, and revise a couple of things in the code. So finally this week the update will be upload and pendig of review by the asset team.
Finally I add new captures of the demo (with the move away mode on), so you can see how a mario galaxy style game would look like.




1 Like

Hi, I have updated the thread with the video of version 2.0 and new demos, with the third person controller with mecanim, and the first person controller without mecanim.

Also, the asset has been uploaded for review, so if everything goes right, in a few days the version 2.0 will be avaliable.

Hi, good news everyone.
The version 2.0 has been accepted and it is now avaliable in the asset store, so check it out.

In a couple of days, I will upload a video tutorial, about how to set your own model in the player. It is quick and easy.

Hi,the video tutorial is upload (added in the main post), any doubt or issue, feel free to ask.

2 Likes

I have just bought your asset, and am most impressed with how much is in it. I followed your tutorial on changing the character model, and it works fine, but I got this error while falling through the ceiling:

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5.
If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path “estructure/turrets/turret/Cylinder”, Mesh asset path “” Mesh name “Cylinder”

I also found it a pain that the mouse cursor does not become visible when the menu comes up (esc) in the editor, meaning I have to minimise Unity and maximise it again to see the cursor so I can stop the scene from playing. I’m using Unity 5.2.2f1 personal edition.
Having said all that, I have to reiterate how impressed I am with your asset, and how well it all works, and just how much shear content is in it for the price. Thanks :slight_smile:

Hi wheelbarrow. First of all, thank you for purcharse my asset.

I used unity 4.6.4f1 to develop version 2.0, and unity 5.0.0f4 to test the asset and check that everything works fine. Then I uploaded both versions to the asset store, so everyone could choose the version that need it.

Some days ago, I downloaded the same version of unity (5.2.f1), I tried the asset, and I have realised that the mouse cursor is locked, no matter if the menu or the touch controls are enabled. But don’t worry, I will check the problem and fix it.

As for the other issue about the mesh collider, I haven’t had that error yet, but I will check it also, and try to solve it. I think that for the next update, I will focus in unity 5.

Finally, I really appreciate your comment. This asset started as a personal project to develop a game, but I hadn’t much time to work in it, so I decided to take the whole mechanics and share it. But I have tons of ideas and a complete history to use this asset, so I hope that one day, I could make the game (I want to work as a game developer).

I just want to make a solid game system at an affordable price for anyone. Also, I am already working in the next update, and I would like to know if you had any suggestion, about any feature that you want to see in it.

2 Likes

I initially bought the asset to use in Unity 4.6, and I had no problems there, but then the model I wanted to use with the asset was listed as Unity 5 only, so I also imported it to that to see if it still worked ok, which it does (except for my above comments).
I’m hoping to bring the player model from 5 to 4.6, which I still prefer using, so please don’t stop compatibility with Unity 4.6, if possible :wink: As for any features I would like to see, your list further up this thread re the next update pretty much covers anything I could think of, but if anything comes to mind, rest assured I will let you know.

I do have a question regarding the footsteps: I’ve tried several models with the asset (it is so easy to change them around :slight_smile: ), and in each case the footsteps either don’t work, or the sound is very hit and miss (in your demo scene) - I have tried lowering the colliders in the feet closer to the ground, but it doesn’t seem to have any effect, so what would you suggest? Thanks for your prompt reply, and a terrific and original asset :smile:

I have some new features to add to that list, now I am working in an early AI partner, who can help the player and allow him to switch between both characters (like in resident evil revelations 2), and the tricky part will be follow the player when he is in walls, and other surfaces (maybe this partner will need the navigation system of Unity 5, but in that case, unity 4 will still its version).

In the footsteps problem, which is the version of unity where you have that issue? Do you have problems with the footsteps in the default character or once you change the model? I have just tried the asset downloaded from the asset store in a new empty project, in unity 5.2.2f1, and tried with ethan and the model of the tutorial (https://www.assetstore.unity3d.com/en/#!/content/12980), and both models work well with the footsteps.
What models have you used? If it is in the asset store, send me the link, and I will try it, and help you to fix this problem. And thanks for your reply.

Ok, I have downloaded a couple of models from the asset store, and just one have had problems with the footsteps, because the scale of the model was 100, instead of 1, so I have scaled the triggers in every foot to 1, and reduce the radius of the sphere collider to an appropriate value, and then everything works fine.

Check the scale of the model, inside of every gameObject in its bones. In any case, tell me if this fixes your problem or not.

Edit: I have tried another model in unity 5.2.2f1 and this also have that problem, and the scale is 1. I will check more carefully this issue.

Hi, and thanks again for your quick replies. I’m back in Unity 4.6 to try another model, and again everything works fine, but I noticed that the footsteps worked as normal initially, then when I added a ragdoll to the model, they stopped completely. I have no idea whether this is related or not, I just wanted to let you know.

The model I’m using at the moment in 4.6 has a scale of 1, but the model is smaller than the ethan model(?), and like I said, the footsteps worked perfectly until I added the ragdoll, so I’m not sure the scale is relevant.
I have the problem in both versions of Unity, and only with my own models, not your ethan demo model.
Cheers.

Hi, no problem, mate.
You are right, after adding the ragdoll the sphere collider trigger in the footsteps are removed, and it is due for the ragdoll itself. I didn’t notice this issue before. There are two solutions to this problem:

  • After build the player, search in the hierachy two gameObjects called footstep, and disable them in the inspector. Create the ragdoll, and enable them again.
  • After build the player and create the ragdoll, search the footstep, add a sphere collider, set to trigger, and adjust the radius.

Sorry for this problem, I am adding these issues to the todo list of the asset ;). I also want to make the ragdoll by code, to make the player more simple to create.
I think that the problem with the footsteps are related to the skeleton of the model (but I am not sure yet), and the scale it doesn’t matter. Normally, it can be fixed by moving every footstep in the heel of the foot. To avoid this, I think that I will remake the footstep system in the next update, to work properly with any model.

No worries, I will try adding the sphere colliders to the footstep transforms. Another question: I imported my prefab model into another scene, and again everything works fine with the scene colliders etc, but now my bullets no longer hit where the crosshairs are, both arms shoot low and to the left of them, as in the screenshot:

My prefab was taken straight out of your demo scene, where it hit the crosshairs, and put into this test scene, so I don’t know why the aiming is off. Any ideas why this changed, and should I adjust the shoot zone transform, or is there another reason for this. Sorry for all the questions :stuck_out_tongue:
Cheers.

At first sight, I think that the player shoots correctly, but the hud (the canvas system) is displaced. The prefab (called GTC_Prefrab) position with the player and the hud inside is 0,0,0? It has to be in that position, or the canvas is displaced, like it happens to you now.

Set the position of GTC_Prefrab to 0, 0, 0, or take the gameObject hudAndMenus outside of the prefab. Tell me if this fix your problem.

Hi, looking over your asset and I’m impressed, (particularly for the price!) will likely pick it up real quick. Had a couple of quick questions. I prefer to use mecanim with root motion to move my models around. Is this compatible with your system? Also how easy would it be to apply running on all surfaces to non-humanoid models (creepy crawlies w/ four legs and such)?

Hi chris, thanks for your message and sorry for the late reply, I’ve been all day at the university. Like I said before, I want to make this asset affordable to anyone.

Yes, it is compatible. The root motion currently is handled by script and it can be configured easily. You mean how the character with mecanim moves, right? it works by applying velocity to its rigidbody according to the animator.

About running on all surfaces, do you mean non-humanoid models which use mecanim or legacy? There is already a controller in the asset which doesn’t use mecanim (first person controller, in the main post you can try this demo), and can be easily adapted to work with a non-humanoid model, just by adding its animation behaviour. In the same way, a mecanim non-humanoid model can also easily created, just need to modifiy its animator properly.

In fact I want to add enemies of that type, like the robotic spider of angry bots asset as an example of how to use the gravity system in a non-humanoid model. Actually, this feature could be used to make the player control any enemy in a similar way to dishonored, another feature to add, haha.

Feel free to ask any more doubt about the asset.

Hi, I have recieved an email that asked about how hard would be to use this asset with UFPS. Since I have not (yet) that asset, I want to ask to everyone who bought the gravity twist controller, have you used it with UFPS? is it easy to combine both?

This question made me think about the possibility of create a fully compatible version of the gravity controller with UFPS. And I would like to know what you think about it? would you find it useful or interesting?