Large Scale Character Controller | Kaiju,Titan and Boss Movement System
Golem Kin Games
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Scale-aware movement system for massive creatures, bosses, and titans. Designed for extreme size, weight, and inertia, delivers heavy, grounded motion that standard character controllers can't handle.Large-Scale Creature Movement System for UnityTheController is a physics-assisted movement framework built specifically for massive entities — kaiju, titans, giant bosses, mechs, and other large-scale creatures that break traditional character controllers.Standard controllers fail at extreme scale. This system is designed from the ground up to handle weight, inertia, terrain interaction, and camera behavior for creatures far larger than humanoid characters.This asset focuses purely on locomotion and feel. No combat, no AI, no animations — just reliable, scalable movement that feels heavy, deliberate, and powerful.KEY FEATURESScale-Aware MovementDesigned for creatures 10x–100x humanoid sizeMass-scaled acceleration and decelerationHeavy inertia with configurable damping curvesNo snapping or twitchy motionGrounded LocomotionSlope-aware movementDynamic step height based on creature scalePush-through behavior for small propsBlocked movement for large obstaclesAdvanced Grounding SystemMulti-point ground samplingAveraged surface normals for stabilityPrevents tipping, jittering, and edge balancingSmooth terrain alignmentWeight & Impact HandlingLanding force calculationOptional heavy step and impact eventsDesigned to support camera shake, VFX, or destruction systems via hooksKaiju-Ready Camera SystemScale-based camera distanceSoft follow and rotation dampingVertical framing biasGround collision avoidanceReinforces size and weight instead of fighting itAnimation-FriendlyVelocity and turn-based parametersGrounded state trackingWorks with any rig or animation styleNo humanoid assumptionsFlexible Control ModesPlayer-controlled movementAI-driven locomotion via simple movement APIHybrid setups supportedPerformance-FocusedSingle Rigidbody architectureNo per-frame allocationsStable physics behavior at large scalesMobile-safe defaultsWHAT THIS ASSET IS NOTThis is a locomotion system only.It does not include:Combat or attacksAI decision logicHealth systemsDestruction systemsAnimations or modelsCity or environment contentThis keeps the system reusable, performant, and easy to integrate into existing projects.IDEAL USE CASESKaiju or titan gamesGiant boss encountersLarge creature NPCsMechs and massive robotsOpen-world boss traversalDestruction-focused gamesWHY THIS EXISTSNormal character controllers are built for human-scale movement.They fall apart when size, mass, and inertia increase.The Controller solves that problem directly.TECHNICAL DETAILSURP compatibleRigidbody-based movementInput-system agnosticScriptableObject profiles supportedClean, documented APIused in marketing images and help to write documentation




