SuperHero Controller | Physics based SuperHero System & Template
Golem Kin Games
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Arcade-style superhero controller for Unity with ground movement, super jumps, flight, wall climbing, combat, destruction, NPCs, vehicles, HUD, camera, and audio. Modular, event-driven.SUPERHERO CONTROLLER is a complete, arcade-style superhero gameplay framework built for fast iteration and satisfying moment-to-moment movement. Designed around Rigidbody physics, it delivers responsive ground movement, massive charged jumps, smooth free-flight, wall climbing, punch-based combat, and cinematic landings—perfect for open-city superhero games, prototypes, or full productions.This asset goes far beyond a basic character controller. In addition to the hero, it includes a full supporting ecosystem: pedestrian NPCs, traffic vehicles, destructible objects, bomb enemies, collectible coins, a HUD system, a third-person camera, and an event-driven audio controller. Drop it into a scene and start playing immediately.Core Hero FeaturesWalk, run, sprint, and responsive ground movementCharged Super Jump for leaping buildingsToggleable Flight Mode with acceleration, tilt, roll correction, and fast flightWall climbing, wall jumping, and ledge mantlingPunch-based combat with knockback and hit effectsHealth system with respawning and checkpointsRigidbody-based physics for natural interactionsMovement StatesThe controller internally manages movement using a clean state system:GroundedJumpingFallingFlyingClimbingThis makes it easy to extend or customize behavior for your own mechanics.Combat & DestructionBox-based punch hit detectionDamage, knockback, cooldowns, and hit VFXFully featured Destructible System:DestroySpawn debrisRagdollReplace with destroyed prefabHealth, invulnerability, effects, sounds, and eventsCity Sandbox SystemsPopulate your world instantly with included NPC controllers:PedestriansWaypoint paths or free wanderingIdle pauses and obstacle avoidanceOptional fleeing behavior from threatsVehiclesRoad waypoint drivingSpeed variation and corner slowingObstacle and pedestrian detectionOptional brake lights and wheel animationBomb EnemiesChase-and-explode enemy behaviorWarning flashes and beepingExplosion damage, knockback, and VFXCamera, HUD & AudioState-based third-person camera (ground, flight, climbing)Dynamic FOV based on speedCollision-aware camera systemHUD with animated health bar and coin counterFully event-driven audio controller for footsteps, flight, combat, and impactsEvents & ExtensibilityNearly every major action exposes UnityEvents:Jump, Super Jump, Land, Fly Start/EndClimb Start/End, Wall JumpPunch, Speed ChangeHealth Change and DeathPerfect for hooking in your own VFX, audio, UI, or gameplay logic without modifying core code.Quick SetupAdd a Rigidbody and CapsuleCollider to your heroAdd SuperheroController(Optional) Add Camera, HUD, and Audio controllersPress PlayDefaults are tuned to feel good out of the box, with extensive inspector controls for fine-tuning.Ideal ForSuperhero gamesOpen city sandboxesPrototypes and vertical slicesArcade-style action gamesPhysics-driven character gameplayIncluded ScriptsSuperheroControllerSuperheroCameraSuperheroAudioControllerSuperheroHUDDestructiblePedestrianControllerVehicleControllerCoinBombEnemyUnity VersionBuilt with Unity 2021 LTS+Compatible with newer Unity versions (including Unity 6)Uses standard Unity components and APIs onlyRender PipelineBuilt-in Render PipelineUniversal Render Pipeline (URP) compatibleHDRP compatible (no pipeline-specific shaders)PlatformsWindowsmacOSLinuxWebGLAndroidiOSConsole-ready (controller-friendly input setup)DependenciesNo third-party packages requiredUses Unity Physics (Rigidbody-based movement)Uses UnityEvents for extensibilityTextMeshPro used for HUD text (optional)InputKeyboard & MouseGamepad / Controller supportUses Unity Input System–agnostic input handling(works with legacy Input Manager or Input System via mapping)ArchitectureModular, component-based designEvent-driven systems using UnityEventsState-based movement logic for hero controllerAll gameplay systems decoupled and reusableDesigned for easy extension and customizationPerformanceOptimized for real-time gameplayPhysics interactions tuned for stable Rigidbody behaviorMinimal per-frame allocationsUses non-alloc physics queries where applicableGizmos and debug visuals only active in editorCode QualityClean, readable C#Namespaced under GolemkinGamesOne class per fileInspector-friendly with tooltips and headersNo hard-coded scene referencesNo static singletons required for core gameplayIncluded SystemsRigidbody-based Superhero ControllerState-driven third-person cameraEvent-driven audio controllerHealth & respawn systemCombat and hit detectionDestructible object frameworkNPC pedestrian controllerNPC vehicle controllerBomb enemy AICoin collectible systemHUD (health and coins)Animator RequirementsMecanim Animator supportedUses standard parameters:Float: SpeedBool: Grounded, Flying, ClimbingTriggers: Jump, SuperJump, Fly, Fall, Land, PunchAnimator Controller not included (character-agnostic)Physics RequirementsRigidbody required on heroCapsuleCollider required for heroColliders required for destructible objects and enemiesUses layer masks for:Ground detectionClimbable surfacesPunchable targetsCamera collisionMultiplayerSingle-player focusedNot networked out of the boxCan be adapted for multiplayer with authoritative physics handlingDocumentationComprehensive inline code commentsScene gizmos for visual debuggingExample setup instructions included in packagePackage ContentsC# source codeExample prefabsExample demo sceneNo art, characters, or animations includedFile SizeLightweight code-only assetMinimal footprint (no textures, meshes, or audio required)Claude has been used to help generate marketing images and then also comments some code also




