Simple Movement Kit and Animation Helper
RiverExplorer™ Games LLC
$0.0
(no ratings)
Date |
Price |
---|---|
Date |
Price($) |
10/21(2024) |
0.0 |
11/21(2024) |
0.0 |
Jump AssetStore
A simple player controller using the new unity input system. It provides delegates that report direction and action callbacks that helps animate characters. Expand the demo, expand it to your needs.The dependencies are only needed for the demo.Install the new unity input system. Then install this package.The documention is online and a sample scene is included. Drop this asset onto the local player and the character moves, jumps, and more. Drop the AnimationHelper on the local player, or NPC to help automate them.There are 51 delegates defined, such as OnJump, OnIsRunning, OnIsRunningBack, OnStrafeRight (and Left), OnIsWalking, .. to aid in animating the main character.Just drop PlayerControl.cs onto your main player, tweak the settings you need. And then you can optionally use any of the 52 delegates to have the script tell you when the player is jumping, moving (and which direction), colliding. Helps you concentrate on you game, it tells you the general direction and action of the player.Online overview of the PlayerController inspector window:https://youtu.be/jdxZESxVaSwAnd the AnimationHelper inspection window:https://youtu.be/ppC8oeASidMIncluded with the package are links to 2 more videos that talk about the script details.Online script documentation: https://riverexplorer.games/Documentation/Unity/Assets/PlayerControlThe demo does not include all of the animations the asset supports.To use the 'TinyDemo' , you will have to load 3 free packages that are listed in the documentation.Includes a PlayerInputActions.inputactions that you can edit. It has been tested with keyboard, mouse, Xbox controller, and Oculus headset.Works with:PCPC-VROculusWebGL (Requies that player->Other Settings->Active Input Handling be set to both, as WebGL does not fully support the new unity input system).Drag it onto your player object and the controls just work.Has a full set of delegate objects to be called to aid with automation, movement, collision, and triggers.NOTE: This is my first asset store release, and I am anxious to fix any issues you find. I have plans to expand this.Turn player movement on/off.Turn player turning on/off.Turn jumping on/off.Enable Pan-Up/Pan-Down (for non VR).Enable/Disable input schemas (Keyboard, Mouse, Xbox controller,XR Controller).Enable/Disable Jump.Tested with the Oculus controllers and Xbox controller.No need to calculate the direction and which animation should be played. Just use the provided delegate hooks/callbacks and have the player controller tell you. The PlayerControl script provides delegate hooks to help with animation. Some of these delegates are triggered by player input (such as pressing buttons), some are triggered by playermovement, and some are defined as common delegates that are often created and now there is a common source point to find them.Here are the current list of delegates. The demo included does not use all of them, it shows you how to use them.delegate void HitSomething(Collision CollidedWith, Rigidbody Rb);delegate void IsAttack(Facing Towards, Moving PlayerMoving);delegate void IsBlock(Facing Towards, Moving PlayerMoving);delegate void IsBuff(Facing Towards, Moving PlayerMoving);delegate void IsDamage(Facing From, Moving PlayerMoving);delegate void IsDie(Facing PlayerFacing);delegate void IsEat(Facing PlayerFacing, Moving PlayerMoving);delegate void IsFaint(Facing PlayerFacing);delegate void Fall(Facing PlayerFacing, Moving PlayerMoving);delegate void GetUp(Facing PlayerFacing, Moving FromDirection);delegate void Hack(Facing Towards, Moving FromDirection);delegate void IsIdle(Facing PlayerFacing);delegate void MeleeOneHanded(Facing Towards, Moving PlayerMoving);delegate void MeleeTwoHanded(Facing Towards, Moving PlayerMoving);delegate void Rest(Facing PlayerFacing);delegate void Roll(Facing RollTowards, Moving PlayerMoving);delegate void Sit(Facing PlayerFacing);delegate void IsIdleAndLooking(Facing PlayerFacing);delegate void IsIdleAndReadyToAttack(Facing PlayerFacing);delegate void IsJump(Facing PlayerFacing, Moving JumpVector);delegate void Left90(Facing WasFacing, Facing NowFacing, Moving PlayerMoving);delegate void Right90(Facing WasFacing, Facing NowFacing, Moving PlayerMoving);delegate void Turn(Facing WasFacing, Facing NowFacing, Moving PlayerMoving);delegate void UTurned(Facing WasFacing, Facing NowFacing, Moving PlayerMoving);delegate void Run(Facing PlayerFacing, Moving PlayerMoving);delegate void Shoot(Facing PlayerFacing, Moving PlayerMoving, int What = 0);delegate void ShootArrow(Facing PlayerFacing, Moving PlayerMoving, int What = 0);delegate void Sleep(Facing PlayerFacing);delegate void CastSpell(Facing PlayerFacing, Moving PlayerMoving, int What = 0);delegate void Strafe(Facing PlayerFacing, Moving PlayerMoving);delegate void Tired(Facing PlayerFacing);delegate void IsVictory(Facing PlayerFacing, Moving PlayerMoving);delegate void IsWalkCircle(Facing PlayerFacing);delegate void Walk(Facing PlayerFacing, Moving PlayerMoving);delegate void Panning(Facing Player, Moving PlayerMoving, Facing ObjectWasFacing, Facing ObjectNowFacing, GameObject WhatToPan);delegate void NoMovement(Facing PlayerFacing, float TotalNoMovementTime);delegate void CollidedWith(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith);delegate void CollisionStopped(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith);delegate void StillColliding(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith);delegate void CollidingWhileMoving(Facing PlayerFacing, Moving PlayerMoving, ControllerColliderHit WeHit);delegate void EnteredTrigger(Facing PlayerFacing, Moving PlayerMoving, Collider Trigger);delegate void ExitedTrigger(Facing PlayerFacing, Moving PlayerMoving, Collider Trigger);delegate void GrabLeft(Facing PlayerFacing, Moving PlayerMoving, bool IsGrabbed);delegate void GrabRight(Facing PlayerFacing, Moving PlayerMoving, bool IsGrabbed);delegate void SelectLeft(Facing PlayerFacing, Moving PlayerMoving, bool IsSelected);delegate void SelectRight(Facing PlayerFacing, Moving PlayerMoving, bool IsSelected);delegate void TalkToComputer(Facing PlayerFacing, Moving PlayerMoving, bool IsPressed);delegate void MenuPressed(Facing PlayerFacing, Moving PlayerMoving, bool InMenuMode);delegate void TakeImage(Facing PlayerFacing, Moving PlayerMoving);delegate void PushToTalk(Facing PlayerFacing, Moving PlayerMoving, bool IsPressed);delegate void PlayerPresent(Facing PlayerFacing, Moving PlayerMoving, bool IsPresent);delegate void PayerNotInTheAir(Facing PlayerFacing, Moving PlayerMoving, bool OnGround);