
Photon Quantum KCC 3D - Kinematic Character Controller
Photon Engine
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Quantum KCC 3D Kinematic Character Controller is for Photon Quantum. Merge input, gravity, explosions & abilities for player/NPC movement with modular processors handling steps, forces, snapping & etcQuantum KCC 3D is a kinematic character controller for Photon Quantum deterministic environment. It handles essential movement scenarios—such as step detection, external forces, or ground snapping—while keeping things simple to extend or replace for any game genre.Quantum KCC 3D comes with a modular pipeline of “Processors” to handle friction, collisions, and other interactions right out of the box. This approach lets you quickly implement common gameplay features (jump pads, moving platforms, camera smoothing) and still retain the freedom to inject your own logic as needed.The sample includes full source code and showcases essential features for building a high-performance multiplayer game with predict rollback and deterministic precision.🎮 Overview 🎮Smooth & Deterministic Movement: Quantum KCC ensures fluid motion for your players under diverse network conditions. Traditional KCC solutions may require you to do extra scripting if you want interactions with rigidbodies or external forces. Here, you get a built-in pipeline that can apply such forces consistently across all peers in a networked game.Highly Customizable: Just like other low-level solutions, you can tweak step heights, ground snapping, gravity, or filtering rules. But with Quantum KCC, you also have the option to build on top of well-structured “Processors,” reducing the amount of custom code needed.Easy to Get Started: Many kinematic controllers recommend advanced coding and math knowledge. Quantum KCC still gives you the flexibility to write your own logic, but starts you off with a fully documented sample project, saving you time on boilerplate setup.Designed for Photon Quantum: Kinematic controllers typically don’t come with any networking out-of-the-box. Quantum KCC is fully deterministic, ensuring all players see the same collisions, slopes, and forces when your game is deployed online.📄 Documentation and Getting Started guide⚡ Sample Project ⚡A complete Unity project demonstrates the most common scenarios:1. Playground Scene: Test stairs, slopes, corridors, and other tricky terrains.2. Interaction Examples: Teleporters, jump pads, and custom input smoothing scripts.3. NPC Navigation: Simple AI movement for reference.4. First-Person & Third-Person Views: Ready-to-use cameras showcasing standard input handling.It’s a handy way to see how each feature works, then adapt or copy the parts you need.💎 Key Feature 💎Capsule-Based Collision & DepenetrationStay grounded and avoid jitter with capsule queries and automatic depenetration.Gravity, Jump & External ForcesApply gravity, jumps, and custom forces for wind zones, explosions, or jump pads.Step Detection & Ground SnappingMove seamlessly up stairs and uneven terrain without floating or glitchy behavior.Continuous Collision Detection (CCD)Prevent tunneling issues at high velocities by subdividing movement into smaller steps.Processor-Driven PipelineEasily plug in or replace modules for movement logic (e.g., acceleration, friction, environment modifiers).Advanced Interaction FiltersUse collision callbacks or manually registered modifiers to trigger gameplay effects.Optimized for PerformanceBuilt to run efficiently on mobile, PC, or console.🚶♀️ How It Works 🚶♀️MovementDynamic Velocity: Accumulates external forces (e.g., gravity, explosions).Kinematic Velocity: Uses direct player input, projecting movement onto slopes if needed.External Delta: A position offset for last-moment adjustments or corrections.CCD: Subdivides movement if the character travels a distance larger than its radius to avoid clipping.ProcessorsEnvironment Processor: Applies acceleration, friction, and gravity.Step Up Processor: Detects small steps and raises the character without snagging.Ground Snap Processor: Gently keeps you grounded on uneven surfaces.➕ Input Smoothing ➕Traditional raw mouse deltas can produce jittery camera movement, especially at high framerates or with varying polling rates. But to avoid “choppy” rotations (common with high polling rates or variable frame rates), it includes a simple Vector2Accumulator:Buffers small deltas over a short window (e.g., 10–20ms)Reduces jitter without a huge spike in input latencyThis is an optional feature—if you prefer handling your own smoothing code, you can safely bypass it.📄 Documentation and Getting Started guide🤝 Gaming Circle 🤝Join the conversation and become a part of an exclusive community by engaging with the Photon Gaming Circle. Kickstart your project with a robust foundation, enabling limitless creativity with 80+ exclusive samples. Benefit from our fully networked samples library to save time and resources while ensuring the highest quality for your project.Members of the Gaming Circle not only have access to all the samples but also to our latest SDKs, our private Circle Discord, and premium development support. The Photon Gaming Circle is a hub for developers to discuss ideas, seek advice, and collaborate on exciting projects. Dive deeper into multiplayer game development and explore the Photon Gaming Circle today.This asset is governed by the Photon Engine license terms.