Prediction-based networked character controller with smooth movement, aiming, inventory, abilities. Optional addons: Seating (vehicles) & GameModes. Fast, modular foundation for shooters.Please note: EARLY RELEASE, Subject to changes for further improvements and features. All feedback is welcome to help improve this asset.UltraGameCore is a modular, network-ready character, camera and gameplay foundation focused on high‑performance third person experiences. It combines client prediction, server reconciliation, adaptive latency compensation, extensible movement styles, inventory & ability systems, vehicles/seating (add-on purchased seperately), camera control, aim assistance, IK, spawning and UI monitors into a coherent, customizable package.Key Systems1. Locomotion & PredictionMultiple movement styles (Adventure, Combat, Tank, TopDown) switchable per character.Hybrid server authoritative + client prediction: circular state/input buffers, reconciliation, residual or direct smoothing strategies.Adaptive latency bias (jitter-responsive) + extrapolation for remote clients.2.Camera FrameworkOrbit / follow camera with obstacle avoidance, shoulder swapping, pitch/yaw limits.Vehicle / seat pivot handoff, shake modulation, distance & collision search tuning.Aim assist & crosshair UI integration (dead‑zone, LOS, distance falloff).3.Inventory & WeaponsNetworked inventory with weapon banks, clip restore policies, pickups (units, health, items).Distinct weapon ordering, primary weapon logic, removal on depletion, tracer & projectile support.JSON persistence option for state (editor tooling provided).4.Ability SystemModular ability base class (e.g. Jump, SpeedChange, InventoryInteract, ItemDropper).Supports cast variants (ray/sphere/capsule), runtime force impulses, interaction gating.5.Seating / Vehicle Addon (optional)Board/Seat management (multi-seat vehicles, IK hand/feet link roots, camera overrides).Moving platform attach/detach with grace period, yaw follow, wheel/physics sync.Integration with car controllers (RCCP, predictive car demos).6.Game Modes Addon (optional)Deathmatch managers (teams, damage callbacks, scoring).Spawning coordinators, match lifecycle, name tags, scoreboard UI.7.Animation & IKNetwork animator predicted layer.IK controller for hands, feet, look targets; selective bone engagement when not facing target.Ragdoll / model handler hooks and state presets.8.UI MonitorsCrosshairs, health, inventory interaction, scoreboards, messages, damage direction indicators, chat.Signal-driven updates via lightweight dispatcher (decoupled architecture).9.Networking BackboneUses Unity Netcode for GameObjects (RPCs, NetworkVariables).TickManager integration for deterministic timing.Latency sampling, jitter statistics, adaptive smoothing.10.Extensibility & EventsState system (StatePreset / blockers) enabling layered behavior & conditional overrides.Inspector-driven tuning: movement speeds, gravity multipliers, fall behavior, prediction/extrapolation thresholds, reconciliation ratios, smoothing Tau, adaptive jitter bounds, camera collision search, aim angle gates, magnetism, LOS layers, push force modes.Easily swap movement style or camera constraints per prefab or at runtime.Extend abilities by inheriting AbilityBase (custom targeting, cast geometries).Add new weapon types by deriving from ShooterBase / CharacterWeapon.Replace or augment UI via existing monitors or your own signal listeners.Vehicle seating can be expanded (custom seat camera pivots, IK link roots, per-seat restrictions).Modular add-ons (Seating Controller, Game Modes, RPG/AI) can be included or omitted—Base stays lightweight.Platform attachment logic can be reused for elevators, ships, trains with minimal code changes.Latency handling parameters (bias ranges, sample capacity, smoothing time) adjustable for different net conditions or genre pacing.Suitable GenresThird-Person Shooter / Tactical ShooterAction Adventure / NarrativeVehicle Combat & Racing (with Seating add-on)Survival / ExtractionArena & Hero Shooter prototypesAction RPG (extend abilities, inventory, stats)Co‑op PvE or PvP HybridsSandbox / Simulation with character & vehicle interplayWhy It HelpsEliminates months of groundwork: prediction, smoothing, camera, inventory, abilities, seating, spawning, UI.Scales from prototype to production: swap movement styles, add vehicles, enable game modes without refactoring core.Clean separation via signals & state objects facilitates feature gating, testing, and modular packaging.Robust handling of latency & jitter improves feel in real multiplayer sessions.Integration NotesDrop character prefab with locomotion + camera + inventory.Enable or disable addons via scripting symbols or assembly definitions.Adjust reconciliation strategy (DirectSmooth vs ResidualInject) to match gameplay tolerance for snap vs drift.Use provided editor tooling (inspectors, windows) for bank definitions, inventory JSON, seat setup.Asset Store PositioningPositioned as a mid/high-level systems layer (not just a controller script).Encourages extension rather than fork—APIs stable, signals reduce direct dependency.Addons decouple niche features (vehicles, modes) from core runtime for performance/minimal footprint.UltraGameCore is a flexible, deeply tunable multiplayer character & gameplay foundation suited for shooters, action, vehicle and hybrid genres, emphasizing prediction quality, modular extension, and rapid feature layering through clean event and state abstractions.Core Locomotion & MovementMultiple movement styles: ThirdPersonAdventure, ThirdPersonCombat, Tank, TopDown (runtime switchable).Client prediction with server reconciliation (state & input circular buffers, tick-based).Dual correction strategies: DirectSmooth (lerped) and ResidualInject (error decay injection).Extrapolation for remote entities (velocity + angular velocity arc) with latency caps.Adaptive latency bias (jitter-aware) for forward prediction; configurable jitter window & smoothing.Smooth horizontal input blending (Vector3.SmoothDamp) and rotation smoothing (exponential or lerp).Safe look system (yaw bounds, fallback direction, gradual alignment).Networking & SyncUnity Netcode (RPCs, NetworkVariables) for movement, aim, firing, sprint, grounded state.Snapshot timing with serverSentTime for one‑way latency & jitter sampling.Forward prediction of position & rotation using velocity/angular velocity.Platform attachment sync (moving platforms, seat/vehicle handoff).Camera & AimingFollow/orbit camera controller with pitch/yaw management and platform following.Aim assist integration (crosshair LOS, distance falloff magnetism).Look position raycast with obstruction handling and optional safe clamp.Shoulder/offset support (swappable).Inventory & WeaponsNetworked inventory (CharacterInventory) with weapon banks, shared ammo, reserve vs clip.Unit & UnitBank item types, seed/bank priming, “Start Full” capacity adjustment.Projectile, grenade, tracer, ballistic raycaster, network trajectory objects.Weapon pickup, unit pickup, unit bank pickup, health pickup.Abilities SystemModular AbilityBase (Jump, SpeedChange, InventoryInteract, ItemDropper, Board for vehicles).Multi-cast geometries (Raycast, SphereCast, CapsuleCast, CharacterCast).Event-driven enter/exit hooks (boarding seats, door animations, seat switching).Vehicles / Seating (Addon)BoardSource & Board ability for multi-seat vehicles.Networked seat management, enter/exit states, driver handoff, optional ownership release.Predictive vehicle controller demos (car controller, ghost replication, tick manager).State & AnimationStateNetworkBehaviour & StatePreset for layered logic blocking/overrides.NetworkAnimatorPredicted (predicted remote animator smoothing).IKController: configurable spine/upper body aiming, hand/foot/head targets, per-bone weights.Ragdoll/model handler integration points.Physics & EnvironmentCharacterController-based movement with gravity modifiers & fall impact calculation.MovingPlatform support (grace detach timer, yaw follow, delta accumulation).PushRigidbody system (Simplified direct velocity or Kinetic force-at-point).Surface system (ImpactResponse) for footsteps/effects.Combat & DamageHealth component (MPHealth) with death/respawn signals.Damage callbacks (team or free-for-all via GameModes addon).Fall impact signalling, force impulse injection.UI & FeedbackCrosshairs (movement spread, target tint, LOS gating).Health, damage direction indicators, item UI, scoreboard, menu, messages.Chat and name tags.Inventory drag/drop, interaction monitor.Spawning & SessionPlayer spawner, spawn coordinator, room/match managers, matchmaker.Network scene readiness announcer.Events & ExtensibilitySignalDispatcher for decoupled messaging (Die, Push, FallImpact, ForceImpact, AimAssistTarget).Custom UnityEvents for ability lifecycle (boarding start/complete).Clear extension points: new movement styles, abilities, weapon types, UI monitors.Editor / ToolingCustom inspectors (weapons, state presets, seat setups, impact types, unit bank manager).JSON inventory save/load sections for persistence.Scripting symbols toggles (addons enable/disable).Customization & TuningInspector exposure for gravity, fall multipliers, smoothing times, reconciliation thresholds, latency limits, prediction max, jitter bounds, movement speeds, yaw/pitch limits, platform grace, push force, aim assist strengths & falloff, occlusion layers.Modular add-on architecture (Seating, GameModes, RPG/AI) keeps core lean.Performance ConsiderationsNon-alloc physics casts (SphereCastNonAlloc, RaycastNonAlloc).Bounded buffers (1024 state slots) & capped latency windows.Optional smoothing paths to reduce per-frame allocations.Tick-based deterministic timing integration.Reliability & SafetyOwnership gating (IsOwner checks) for input submission.Snapshot force method (ForceAuthoritativeSnapshot) to resync hard states.Safe look fallback prevents extreme torso twist divergence.Provides a production-ready multiplayer character/controller core with prediction, vehicles, weapons, abilities, UI, and extensible systems tuned for shooters, action adventure, vehicle combat, and hybrid genres.




