RigChar (Rigidbody-based Character Controller). I'd love to hear your feedback on the latest demo!

Hey everyone!

I’m working on a rigidbody-based, general-purpose Character Controller to sell on the Asset Store. I just finished exporting a WebGL build that showcases some of the things the controller can do, so far.

Click here to play the showcase/demo!

Click here for a newer demo that lets you walk on a miniature planet with it’s own gravity!

If, for some reason, the WebGL build doesn’t work or runs somewhat slow, you might want to give the Windows build a try! Click here to download!

Controls should be very much self-explanatory, it’s all explained in the game. You can change all kinds of variables (mouse sensitivity, FOV, movement speed and many more) by pressing ‘C’ and adjusting the various sliders. Press ‘C’ again to exit the settings menu again.

I’d love to get your feedback on the controller so far, as well as the presentation of the showcase build itself. If you encounter any bugs, unexpected behaviour or if anything’s unclear, please let me know and I’ll try my best to help out!

Some additional, more detailed information about the controller, for anyone interested. Most of it copy-pasted from an earlier thread found here.

As of now, here are the main features of the controller, more might be added in the future, based on your feedback:

  • Walking up and down (!) stairs without getting stuck on any steps or losing ground contact. The acceptable step height can be modified at any time, even during gameplay.

  • Walking up (and down) slopes that are less steep than a changeable slope angle.

  • Sliding down slopes that are too steep, also based on the acceptable slope angle.

  • Supports moving platforms.

  • Rotating the controller, even at runtime. This enables your character to walk on walls or ceilings, or even on spherical bodies (like miniature planets, think ‘Super Mario Galaxy’). To my knowledge, this is something that Unity’s Character Controller is not yet able to do.

  • Air Control: Use a slider to change to what extent your character can move while in the the air (or jumping).

  • Jump Height: How high can your character jump?

  • Custom Gravity: How fast will your character fall towards the ground?

  • Custom Friction System: How fast will your character come to a stop?

  • Sprinting and Crouching with adjustable speeds and character height (while crouching).

  • Choose between several options for ground detection, to optimize for performance or accuracy.

  • A Camera System that allows you customize everything, from restricting how far up and down the camera can look, which axes to invert, switching from mouse to gamepad input, and so on.

A lot of the features above are geared towards First-Person/Third-Person games. The controller could easily be adapted to different genres of games (like 2D platformers or Top-down games) and if there’s any demand for other kinds of controls/controller types, I’d be happy to get working on that!

Duplicate thread on reddit: Reddit - Dive into anything

The controller really is something. Especially walking through the gravity tubes is awesome. Here are my recommendations for improvement:

  • Then controller instantly flips when it exits a tube, let’s say top down. Having a smooth transition between gravities woudl be nice
  • Add a sphere you can walk on. I want to try “Mario Galaxy” - Style

BUG:

  • Jumping on one of the higher plains results in immediate additional jump. I’d expect to just land on them. It’s cool though, could be a feature.

Just finished a new, playable demo showcasing the controller’s ability to be rotated at runtime. Walk on a miniature planet with it’s own local gravity!

Click here to play the WebGL build!

As always, feedback is very much appreciated!

(Duplicate thread on reddit.)

how small can you go with a planet?