Added KCC

This commit is contained in:
nothke 2024-08-17 00:50:47 +02:00
parent 7099af3fe2
commit 6720e05750
42 changed files with 5061 additions and 0 deletions

8
Assets/Plugins.meta Normal file
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{
"name": "KCC.Editor",
"references": [
"GUID:1bf68a6e05395544c9eb0c8d1ab94588"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomEditor(typeof(KinematicCharacterMotor))]
public class KinematicCharacterMotorEditor : Editor
{
protected virtual void OnSceneGUI()
{
KinematicCharacterMotor motor = (target as KinematicCharacterMotor);
if (motor)
{
Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f)));
Handles.color = Color.yellow;
Handles.CircleHandleCap(
0,
characterBottom + (motor.transform.up * motor.MaxStepHeight),
Quaternion.LookRotation(motor.transform.up, motor.transform.forward),
motor.Capsule.radius + 0.1f,
EventType.Repaint);
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
public interface ICharacterController
{
/// <summary>
/// This is called when the motor wants to know what its rotation should be right now
/// </summary>
void UpdateRotation(ref Quaternion currentRotation, float deltaTime);
/// <summary>
/// This is called when the motor wants to know what its velocity should be right now
/// </summary>
void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime);
/// <summary>
/// This is called before the motor does anything
/// </summary>
void BeforeCharacterUpdate(float deltaTime);
/// <summary>
/// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
/// </summary>
void PostGroundingUpdate(float deltaTime);
/// <summary>
/// This is called after the motor has finished everything in its update
/// </summary>
void AfterCharacterUpdate(float deltaTime);
/// <summary>
/// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
/// </summary>
bool IsColliderValidForCollisions(Collider coll);
/// <summary>
/// This is called when the motor's ground probing detects a ground hit
/// </summary>
void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called when the motor's movement logic detects a hit
/// </summary>
void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
/// </summary>
void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport);
/// <summary>
/// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
/// </summary>
void OnDiscreteCollisionDetected(Collider hitCollider);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
public interface IMoverController
{
/// <summary>
/// This is called to let you tell the PhysicsMover where it should be right now
/// </summary>
void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime);
}
}

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{
"name": "KCC"
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
[CreateAssetMenu]
public class KCCSettings : ScriptableObject
{
/// <summary>
/// Determines if the system simulates automatically.
/// If true, the simulation is done on FixedUpdate
/// </summary>
[Tooltip("Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate")]
public bool AutoSimulation = true;
/// <summary>
/// Should interpolation of characters and PhysicsMovers be handled
/// </summary>
[Tooltip("Should interpolation of characters and PhysicsMovers be handled")]
public bool Interpolate = true;
/// <summary>
/// Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)
/// </summary>
[Tooltip("Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")]
public int MotorsListInitialCapacity = 100;
/// <summary>
/// Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)
/// </summary>
[Tooltip("Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")]
public int MoversListInitialCapacity = 100;
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace KinematicCharacterController
{
/// <summary>
/// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover
/// </summary>
[DefaultExecutionOrder(-100)]
public class KinematicCharacterSystem : MonoBehaviour
{
private static KinematicCharacterSystem _instance;
public static List<KinematicCharacterMotor> CharacterMotors = new List<KinematicCharacterMotor>();
public static List<PhysicsMover> PhysicsMovers = new List<PhysicsMover>();
private static float _lastCustomInterpolationStartTime = -1f;
private static float _lastCustomInterpolationDeltaTime = -1f;
public static KCCSettings Settings;
/// <summary>
/// Creates a KinematicCharacterSystem instance if there isn't already one
/// </summary>
public static void EnsureCreation()
{
if (_instance == null)
{
GameObject systemGameObject = new GameObject("KinematicCharacterSystem");
_instance = systemGameObject.AddComponent<KinematicCharacterSystem>();
systemGameObject.hideFlags = HideFlags.NotEditable;
_instance.hideFlags = HideFlags.NotEditable;
Settings = ScriptableObject.CreateInstance<KCCSettings>();
GameObject.DontDestroyOnLoad(systemGameObject);
}
}
/// <summary>
/// Gets the KinematicCharacterSystem instance if any
/// </summary>
/// <returns></returns>
public static KinematicCharacterSystem GetInstance()
{
return _instance;
}
/// <summary>
/// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters
/// </summary>
/// <param name="capacity"></param>
public static void SetCharacterMotorsCapacity(int capacity)
{
if (capacity < CharacterMotors.Count)
{
capacity = CharacterMotors.Count;
}
CharacterMotors.Capacity = capacity;
}
/// <summary>
/// Registers a KinematicCharacterMotor into the system
/// </summary>
public static void RegisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Add(motor);
}
/// <summary>
/// Unregisters a KinematicCharacterMotor from the system
/// </summary>
public static void UnregisterCharacterMotor(KinematicCharacterMotor motor)
{
CharacterMotors.Remove(motor);
}
/// <summary>
/// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers
/// </summary>
/// <param name="capacity"></param>
public static void SetPhysicsMoversCapacity(int capacity)
{
if (capacity < PhysicsMovers.Count)
{
capacity = PhysicsMovers.Count;
}
PhysicsMovers.Capacity = capacity;
}
/// <summary>
/// Registers a PhysicsMover into the system
/// </summary>
public static void RegisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Add(mover);
mover.Rigidbody.interpolation = RigidbodyInterpolation.None;
}
/// <summary>
/// Unregisters a PhysicsMover from the system
/// </summary>
public static void UnregisterPhysicsMover(PhysicsMover mover)
{
PhysicsMovers.Remove(mover);
}
// This is to prevent duplicating the singleton gameobject on script recompiles
private void OnDisable()
{
Destroy(this.gameObject);
}
private void Awake()
{
_instance = this;
}
private void FixedUpdate()
{
if (Settings.AutoSimulation)
{
float deltaTime = Time.deltaTime;
if (Settings.Interpolate)
{
PreSimulationInterpolationUpdate(deltaTime);
}
Simulate(deltaTime, CharacterMotors, PhysicsMovers);
if (Settings.Interpolate)
{
PostSimulationInterpolationUpdate(deltaTime);
}
}
}
private void LateUpdate()
{
if (Settings.Interpolate)
{
CustomInterpolationUpdate();
}
}
/// <summary>
/// Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PreSimulationInterpolationUpdate(float deltaTime)
{
// Save pre-simulation poses and place transform at transient pose
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.InitialTickPosition = motor.TransientPosition;
motor.InitialTickRotation = motor.TransientRotation;
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.InitialTickPosition = mover.TransientPosition;
mover.InitialTickRotation = mover.TransientRotation;
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
}
/// <summary>
/// Ticks characters and/or movers
/// </summary>
public static void Simulate(float deltaTime, List<KinematicCharacterMotor> motors, List<PhysicsMover> movers)
{
int characterMotorsCount = motors.Count;
int physicsMoversCount = movers.Count;
#pragma warning disable 0162
// Update PhysicsMover velocities
for (int i = 0; i < physicsMoversCount; i++)
{
movers[i].VelocityUpdate(deltaTime);
}
// Character controller update phase 1
for (int i = 0; i < characterMotorsCount; i++)
{
motors[i].UpdatePhase1(deltaTime);
}
// Simulate PhysicsMover displacement
for (int i = 0; i < physicsMoversCount; i++)
{
PhysicsMover mover = movers[i];
mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation);
mover.Rigidbody.position = mover.TransientPosition;
mover.Rigidbody.rotation = mover.TransientRotation;
}
// Character controller update phase 2 and move
for (int i = 0; i < characterMotorsCount; i++)
{
KinematicCharacterMotor motor = motors[i];
motor.UpdatePhase2(deltaTime);
motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation);
}
#pragma warning restore 0162
}
/// <summary>
/// Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers
/// </summary>
public static void PostSimulationInterpolationUpdate(float deltaTime)
{
_lastCustomInterpolationStartTime = Time.time;
_lastCustomInterpolationDeltaTime = deltaTime;
// Return interpolated roots to their initial poses
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(motor.InitialTickPosition, motor.InitialTickRotation);
}
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
if (mover.MoveWithPhysics)
{
mover.Rigidbody.position = mover.InitialTickPosition;
mover.Rigidbody.rotation = mover.InitialTickRotation;
mover.Rigidbody.MovePosition(mover.TransientPosition);
mover.Rigidbody.MoveRotation(mover.TransientRotation);
}
else
{
mover.Rigidbody.position = (mover.TransientPosition);
mover.Rigidbody.rotation = (mover.TransientRotation);
}
}
}
/// <summary>
/// Handles per-frame interpolation
/// </summary>
private static void CustomInterpolationUpdate()
{
float interpolationFactor = Mathf.Clamp01((Time.time - _lastCustomInterpolationStartTime) / _lastCustomInterpolationDeltaTime);
// Handle characters interpolation
for (int i = 0; i < CharacterMotors.Count; i++)
{
KinematicCharacterMotor motor = CharacterMotors[i];
motor.Transform.SetPositionAndRotation(
Vector3.Lerp(motor.InitialTickPosition, motor.TransientPosition, interpolationFactor),
Quaternion.Slerp(motor.InitialTickRotation, motor.TransientRotation, interpolationFactor));
}
// Handle PhysicsMovers interpolation
for (int i = 0; i < PhysicsMovers.Count; i++)
{
PhysicsMover mover = PhysicsMovers[i];
mover.Transform.SetPositionAndRotation(
Vector3.Lerp(mover.InitialTickPosition, mover.TransientPosition, interpolationFactor),
Quaternion.Slerp(mover.InitialTickRotation, mover.TransientRotation, interpolationFactor));
Vector3 newPos = mover.Transform.position;
Quaternion newRot = mover.Transform.rotation;
mover.PositionDeltaFromInterpolation = newPos - mover.LatestInterpolationPosition;
mover.RotationDeltaFromInterpolation = Quaternion.Inverse(mover.LatestInterpolationRotation) * newRot;
mover.LatestInterpolationPosition = newPos;
mover.LatestInterpolationRotation = newRot;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
/// <summary>
/// Represents the entire state of a PhysicsMover that is pertinent for simulation.
/// Use this to save state or revert to past state
/// </summary>
[System.Serializable]
public struct PhysicsMoverState
{
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 AngularVelocity;
}
/// <summary>
/// Component that manages the movement of moving kinematic rigidbodies for
/// proper interaction with characters
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class PhysicsMover : MonoBehaviour
{
/// <summary>
/// The mover's Rigidbody
/// </summary>
[ReadOnly]
public Rigidbody Rigidbody;
/// <summary>
/// Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false)
/// </summary>
public bool MoveWithPhysics = true;
/// <summary>
/// Index of this motor in KinematicCharacterSystem arrays
/// </summary>
[NonSerialized]
public IMoverController MoverController;
/// <summary>
/// Remembers latest position in interpolation
/// </summary>
[NonSerialized]
public Vector3 LatestInterpolationPosition;
/// <summary>
/// Remembers latest rotation in interpolation
/// </summary>
[NonSerialized]
public Quaternion LatestInterpolationRotation;
/// <summary>
/// The latest movement made by interpolation
/// </summary>
[NonSerialized]
public Vector3 PositionDeltaFromInterpolation;
/// <summary>
/// The latest rotation made by interpolation
/// </summary>
[NonSerialized]
public Quaternion RotationDeltaFromInterpolation;
/// <summary>
/// Index of this motor in KinematicCharacterSystem arrays
/// </summary>
public int IndexInCharacterSystem { get; set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 Velocity { get; protected set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 AngularVelocity { get; protected set; }
/// <summary>
/// Remembers initial position before all simulation are done
/// </summary>
public Vector3 InitialTickPosition { get; set; }
/// <summary>
/// Remembers initial rotation before all simulation are done
/// </summary>
public Quaternion InitialTickRotation { get; set; }
/// <summary>
/// The mover's Transform
/// </summary>
public Transform Transform { get; private set; }
/// <summary>
/// The character's position before the movement calculations began
/// </summary>
public Vector3 InitialSimulationPosition { get; private set; }
/// <summary>
/// The character's rotation before the movement calculations began
/// </summary>
public Quaternion InitialSimulationRotation { get; private set; }
private Vector3 _internalTransientPosition;
/// <summary>
/// The mover's rotation (always up-to-date during the character update phase)
/// </summary>
public Vector3 TransientPosition
{
get
{
return _internalTransientPosition;
}
private set
{
_internalTransientPosition = value;
}
}
private Quaternion _internalTransientRotation;
/// <summary>
/// The mover's rotation (always up-to-date during the character update phase)
/// </summary>
public Quaternion TransientRotation
{
get
{
return _internalTransientRotation;
}
private set
{
_internalTransientRotation = value;
}
}
private void Reset()
{
ValidateData();
}
private void OnValidate()
{
ValidateData();
}
/// <summary>
/// Handle validating all required values
/// </summary>
public void ValidateData()
{
Rigidbody = gameObject.GetComponent<Rigidbody>();
Rigidbody.centerOfMass = Vector3.zero;
Rigidbody.maxAngularVelocity = Mathf.Infinity;
Rigidbody.maxDepenetrationVelocity = Mathf.Infinity;
Rigidbody.isKinematic = true;
Rigidbody.interpolation = RigidbodyInterpolation.None;
}
private void OnEnable()
{
KinematicCharacterSystem.EnsureCreation();
KinematicCharacterSystem.RegisterPhysicsMover(this);
}
private void OnDisable()
{
KinematicCharacterSystem.UnregisterPhysicsMover(this);
}
private void Awake()
{
Transform = this.transform;
ValidateData();
TransientPosition = Rigidbody.position;
TransientRotation = Rigidbody.rotation;
InitialSimulationPosition = Rigidbody.position;
InitialSimulationRotation = Rigidbody.rotation;
LatestInterpolationPosition = Transform.position;
LatestInterpolationRotation = Transform.rotation;
}
/// <summary>
/// Sets the mover's position directly
/// </summary>
public void SetPosition(Vector3 position)
{
Transform.position = position;
Rigidbody.position = position;
InitialSimulationPosition = position;
TransientPosition = position;
}
/// <summary>
/// Sets the mover's rotation directly
/// </summary>
public void SetRotation(Quaternion rotation)
{
Transform.rotation = rotation;
Rigidbody.rotation = rotation;
InitialSimulationRotation = rotation;
TransientRotation = rotation;
}
/// <summary>
/// Sets the mover's position and rotation directly
/// </summary>
public void SetPositionAndRotation(Vector3 position, Quaternion rotation)
{
Transform.SetPositionAndRotation(position, rotation);
Rigidbody.position = position;
Rigidbody.rotation = rotation;
InitialSimulationPosition = position;
InitialSimulationRotation = rotation;
TransientPosition = position;
TransientRotation = rotation;
}
/// <summary>
/// Returns all the state information of the mover that is pertinent for simulation
/// </summary>
public PhysicsMoverState GetState()
{
PhysicsMoverState state = new PhysicsMoverState();
state.Position = TransientPosition;
state.Rotation = TransientRotation;
state.Velocity = Velocity;
state.AngularVelocity = AngularVelocity;
return state;
}
/// <summary>
/// Applies a mover state instantly
/// </summary>
public void ApplyState(PhysicsMoverState state)
{
SetPositionAndRotation(state.Position, state.Rotation);
Velocity = state.Velocity;
AngularVelocity = state.AngularVelocity;
}
/// <summary>
/// Caches velocity values based on deltatime and target position/rotations
/// </summary>
public void VelocityUpdate(float deltaTime)
{
InitialSimulationPosition = TransientPosition;
InitialSimulationRotation = TransientRotation;
MoverController.UpdateMovement(out _internalTransientPosition, out _internalTransientRotation, deltaTime);
if (deltaTime > 0f)
{
Velocity = (TransientPosition - InitialSimulationPosition) / deltaTime;
Quaternion rotationFromCurrentToGoal = TransientRotation * (Quaternion.Inverse(InitialSimulationRotation));
AngularVelocity = (Mathf.Deg2Rad * rotationFromCurrentToGoal.eulerAngles) / deltaTime;
}
}
}
}

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using UnityEngine;
namespace KinematicCharacterController
{
public class ReadOnlyAttribute : PropertyAttribute
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController.Examples
{
public class ExampleCharacterCamera : MonoBehaviour
{
[Header("Framing")]
public Camera Camera;
public Vector2 FollowPointFraming = new Vector2(0f, 0f);
public float FollowingSharpness = 10000f;
[Header("Distance")]
public float DefaultDistance = 6f;
public float MinDistance = 0f;
public float MaxDistance = 10f;
public float DistanceMovementSpeed = 5f;
public float DistanceMovementSharpness = 10f;
[Header("Rotation")]
public bool InvertX = false;
public bool InvertY = false;
[Range(-90f, 90f)]
public float DefaultVerticalAngle = 20f;
[Range(-90f, 90f)]
public float MinVerticalAngle = -90f;
[Range(-90f, 90f)]
public float MaxVerticalAngle = 90f;
public float RotationSpeed = 1f;
public float RotationSharpness = 10000f;
public bool RotateWithPhysicsMover = false;
[Header("Obstruction")]
public float ObstructionCheckRadius = 0.2f;
public LayerMask ObstructionLayers = -1;
public float ObstructionSharpness = 10000f;
public List<Collider> IgnoredColliders = new List<Collider>();
public Transform Transform { get; private set; }
public Transform FollowTransform { get; private set; }
public Vector3 PlanarDirection { get; set; }
public float TargetDistance { get; set; }
private bool _distanceIsObstructed;
private float _currentDistance;
private float _targetVerticalAngle;
private RaycastHit _obstructionHit;
private int _obstructionCount;
private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions];
private float _obstructionTime;
private Vector3 _currentFollowPosition;
private const int MaxObstructions = 32;
void OnValidate()
{
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
}
void Awake()
{
Transform = this.transform;
_currentDistance = DefaultDistance;
TargetDistance = _currentDistance;
_targetVerticalAngle = 0f;
PlanarDirection = Vector3.forward;
}
// Set the transform that the camera will orbit around
public void SetFollowTransform(Transform t)
{
FollowTransform = t;
PlanarDirection = FollowTransform.forward;
_currentFollowPosition = FollowTransform.position;
}
public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
{
if (FollowTransform)
{
if (InvertX)
{
rotationInput.x *= -1f;
}
if (InvertY)
{
rotationInput.y *= -1f;
}
// Process rotation input
Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up));
Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
_targetVerticalAngle -= (rotationInput.y * RotationSpeed);
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0);
Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime));
// Apply rotation
Transform.rotation = targetRotation;
// Process distance input
if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f)
{
TargetDistance = _currentDistance;
}
TargetDistance += zoomInput * DistanceMovementSpeed;
TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance);
// Find the smoothed follow position
_currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime));
// Handle obstructions
{
RaycastHit closestHit = new RaycastHit();
closestHit.distance = Mathf.Infinity;
_obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore);
for (int i = 0; i < _obstructionCount; i++)
{
bool isIgnored = false;
for (int j = 0; j < IgnoredColliders.Count; j++)
{
if (IgnoredColliders[j] == _obstructions[i].collider)
{
isIgnored = true;
break;
}
}
for (int j = 0; j < IgnoredColliders.Count; j++)
{
if (IgnoredColliders[j] == _obstructions[i].collider)
{
isIgnored = true;
break;
}
}
if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0)
{
closestHit = _obstructions[i];
}
}
// If obstructions detecter
if (closestHit.distance < Mathf.Infinity)
{
_distanceIsObstructed = true;
_currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime));
}
// If no obstruction
else
{
_distanceIsObstructed = false;
_currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime));
}
}
// Find the smoothed camera orbit position
Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance);
// Handle framing
targetPosition += Transform.right * FollowPointFraming.x;
targetPosition += Transform.up * FollowPointFraming.y;
// Apply position
Transform.position = targetPosition;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using System;
namespace KinematicCharacterController.Examples
{
public enum CharacterState
{
Default,
}
public enum OrientationMethod
{
TowardsCamera,
TowardsMovement,
}
public struct PlayerCharacterInputs
{
public float MoveAxisForward;
public float MoveAxisRight;
public Quaternion CameraRotation;
public bool JumpDown;
public bool CrouchDown;
public bool CrouchUp;
}
public struct AICharacterInputs
{
public Vector3 MoveVector;
public Vector3 LookVector;
}
public enum BonusOrientationMethod
{
None,
TowardsGravity,
TowardsGroundSlopeAndGravity,
}
public class ExampleCharacterController : MonoBehaviour, ICharacterController
{
public KinematicCharacterMotor Motor;
[Header("Stable Movement")]
public float MaxStableMoveSpeed = 10f;
public float StableMovementSharpness = 15f;
public float OrientationSharpness = 10f;
public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera;
[Header("Air Movement")]
public float MaxAirMoveSpeed = 15f;
public float AirAccelerationSpeed = 15f;
public float Drag = 0.1f;
[Header("Jumping")]
public bool AllowJumpingWhenSliding = false;
public float JumpUpSpeed = 10f;
public float JumpScalableForwardSpeed = 10f;
public float JumpPreGroundingGraceTime = 0f;
public float JumpPostGroundingGraceTime = 0f;
[Header("Misc")]
public List<Collider> IgnoredColliders = new List<Collider>();
public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None;
public float BonusOrientationSharpness = 10f;
public Vector3 Gravity = new Vector3(0, -30f, 0);
public Transform MeshRoot;
public Transform CameraFollowPoint;
public float CrouchedCapsuleHeight = 1f;
public CharacterState CurrentCharacterState { get; private set; }
private Collider[] _probedColliders = new Collider[8];
private RaycastHit[] _probedHits = new RaycastHit[8];
private Vector3 _moveInputVector;
private Vector3 _lookInputVector;
private bool _jumpRequested = false;
private bool _jumpConsumed = false;
private bool _jumpedThisFrame = false;
private float _timeSinceJumpRequested = Mathf.Infinity;
private float _timeSinceLastAbleToJump = 0f;
private Vector3 _internalVelocityAdd = Vector3.zero;
private bool _shouldBeCrouching = false;
private bool _isCrouching = false;
private Vector3 lastInnerNormal = Vector3.zero;
private Vector3 lastOuterNormal = Vector3.zero;
private void Awake()
{
// Handle initial state
TransitionToState(CharacterState.Default);
// Assign the characterController to the motor
Motor.CharacterController = this;
}
/// <summary>
/// Handles movement state transitions and enter/exit callbacks
/// </summary>
public void TransitionToState(CharacterState newState)
{
CharacterState tmpInitialState = CurrentCharacterState;
OnStateExit(tmpInitialState, newState);
CurrentCharacterState = newState;
OnStateEnter(newState, tmpInitialState);
}
/// <summary>
/// Event when entering a state
/// </summary>
public void OnStateEnter(CharacterState state, CharacterState fromState)
{
switch (state)
{
case CharacterState.Default:
{
break;
}
}
}
/// <summary>
/// Event when exiting a state
/// </summary>
public void OnStateExit(CharacterState state, CharacterState toState)
{
switch (state)
{
case CharacterState.Default:
{
break;
}
}
}
/// <summary>
/// This is called every frame by ExamplePlayer in order to tell the character what its inputs are
/// </summary>
public void SetInputs(ref PlayerCharacterInputs inputs)
{
// Clamp input
Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
// Calculate camera direction and rotation on the character plane
Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
if (cameraPlanarDirection.sqrMagnitude == 0f)
{
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
}
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Move and look inputs
_moveInputVector = cameraPlanarRotation * moveInputVector;
switch (OrientationMethod)
{
case OrientationMethod.TowardsCamera:
_lookInputVector = cameraPlanarDirection;
break;
case OrientationMethod.TowardsMovement:
_lookInputVector = _moveInputVector.normalized;
break;
}
// Jumping input
if (inputs.JumpDown)
{
_timeSinceJumpRequested = 0f;
_jumpRequested = true;
}
// Crouching input
if (inputs.CrouchDown)
{
_shouldBeCrouching = true;
if (!_isCrouching)
{
_isCrouching = true;
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
}
}
else if (inputs.CrouchUp)
{
_shouldBeCrouching = false;
}
break;
}
}
}
/// <summary>
/// This is called every frame by the AI script in order to tell the character what its inputs are
/// </summary>
public void SetInputs(ref AICharacterInputs inputs)
{
_moveInputVector = inputs.MoveVector;
_lookInputVector = inputs.LookVector;
}
private Quaternion _tmpTransientRot;
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called before the character begins its movement update
/// </summary>
public void BeforeCharacterUpdate(float deltaTime)
{
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its rotation should be right now.
/// This is the ONLY place where you should set the character's rotation
/// </summary>
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
{
// Smoothly interpolate from current to target look direction
Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
// Set the current rotation (which will be used by the KinematicCharacterMotor)
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
}
Vector3 currentUp = (currentRotation * Vector3.up);
if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity)
{
// Rotate from current up to invert gravity
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity)
{
if (Motor.GroundingStatus.IsStableOnGround)
{
Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius);
Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation;
// Move the position to create a rotation around the bottom hemi center instead of around the pivot
Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius));
}
else
{
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
}
else
{
Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime));
currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation;
}
break;
}
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is where you tell your character what its velocity should be right now.
/// This is the ONLY place where you can set the character's velocity
/// </summary>
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Ground movement
if (Motor.GroundingStatus.IsStableOnGround)
{
float currentVelocityMagnitude = currentVelocity.magnitude;
Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
// Reorient velocity on slope
currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;
// Calculate target velocity
Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude;
Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
// Smooth movement Velocity
currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime));
}
// Air movement
else
{
// Add move input
if (_moveInputVector.sqrMagnitude > 0f)
{
Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;
Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);
// Limit air velocity from inputs
if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
{
// clamp addedVel to make total vel not exceed max vel on inputs plane
Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed);
addedVelocity = newTotal - currentVelocityOnInputsPlane;
}
else
{
// Make sure added vel doesn't go in the direction of the already-exceeding velocity
if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
{
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized);
}
}
// Prevent air-climbing sloped walls
if (Motor.GroundingStatus.FoundAnyGround)
{
if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
{
Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
}
}
// Apply added velocity
currentVelocity += addedVelocity;
}
// Gravity
currentVelocity += Gravity * deltaTime;
// Drag
currentVelocity *= (1f / (1f + (Drag * deltaTime)));
}
// Handle jumping
_jumpedThisFrame = false;
_timeSinceJumpRequested += deltaTime;
if (_jumpRequested)
{
// See if we actually are allowed to jump
if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))
{
// Calculate jump direction before ungrounding
Vector3 jumpDirection = Motor.CharacterUp;
if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
{
jumpDirection = Motor.GroundingStatus.GroundNormal;
}
// Makes the character skip ground probing/snapping on its next update.
// If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
Motor.ForceUnground();
// Add to the return velocity and reset jump state
currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
currentVelocity += (_moveInputVector * JumpScalableForwardSpeed);
_jumpRequested = false;
_jumpConsumed = true;
_jumpedThisFrame = true;
}
}
// Take into account additive velocity
if (_internalVelocityAdd.sqrMagnitude > 0f)
{
currentVelocity += _internalVelocityAdd;
_internalVelocityAdd = Vector3.zero;
}
break;
}
}
}
/// <summary>
/// (Called by KinematicCharacterMotor during its update cycle)
/// This is called after the character has finished its movement update
/// </summary>
public void AfterCharacterUpdate(float deltaTime)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
// Handle jump-related values
{
// Handle jumping pre-ground grace period
if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
{
_jumpRequested = false;
}
if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
{
// If we're on a ground surface, reset jumping values
if (!_jumpedThisFrame)
{
_jumpConsumed = false;
}
_timeSinceLastAbleToJump = 0f;
}
else
{
// Keep track of time since we were last able to jump (for grace period)
_timeSinceLastAbleToJump += deltaTime;
}
}
// Handle uncrouching
if (_isCrouching && !_shouldBeCrouching)
{
// Do an overlap test with the character's standing height to see if there are any obstructions
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
if (Motor.CharacterOverlap(
Motor.TransientPosition,
Motor.TransientRotation,
_probedColliders,
Motor.CollidableLayers,
QueryTriggerInteraction.Ignore) > 0)
{
// If obstructions, just stick to crouching dimensions
Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f);
}
else
{
// If no obstructions, uncrouch
MeshRoot.localScale = new Vector3(1f, 1f, 1f);
_isCrouching = false;
}
}
break;
}
}
}
public void PostGroundingUpdate(float deltaTime)
{
// Handle landing and leaving ground
if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround)
{
OnLanded();
}
else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround)
{
OnLeaveStableGround();
}
}
public bool IsColliderValidForCollisions(Collider coll)
{
if (IgnoredColliders.Count == 0)
{
return true;
}
if (IgnoredColliders.Contains(coll))
{
return false;
}
return true;
}
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
{
}
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
{
}
public void AddVelocity(Vector3 velocity)
{
switch (CurrentCharacterState)
{
case CharacterState.Default:
{
_internalVelocityAdd += velocity;
break;
}
}
}
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{
}
protected void OnLanded()
{
}
protected void OnLeaveStableGround()
{
}
public void OnDiscreteCollisionDetected(Collider hitCollider)
{
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
namespace KinematicCharacterController.Examples
{
public class ExamplePlayer : MonoBehaviour
{
public ExampleCharacterController Character;
public ExampleCharacterCamera CharacterCamera;
private const string MouseXInput = "Mouse X";
private const string MouseYInput = "Mouse Y";
private const string MouseScrollInput = "Mouse ScrollWheel";
private const string HorizontalInput = "Horizontal";
private const string VerticalInput = "Vertical";
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
// Tell camera to follow transform
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
// Ignore the character's collider(s) for camera obstruction checks
CharacterCamera.IgnoredColliders.Clear();
CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
HandleCharacterInput();
}
private void LateUpdate()
{
// Handle rotating the camera along with physics movers
if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null)
{
CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent<PhysicsMover>().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection;
CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized;
}
HandleCameraInput();
}
private void HandleCameraInput()
{
// Create the look input vector for the camera
float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
// Prevent moving the camera while the cursor isn't locked
if (Cursor.lockState != CursorLockMode.Locked)
{
lookInputVector = Vector3.zero;
}
// Input for zooming the camera (disabled in WebGL because it can cause problems)
float scrollInput = -Input.GetAxis(MouseScrollInput);
#if UNITY_WEBGL
scrollInput = 0f;
#endif
// Apply inputs to the camera
CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
// Handle toggling zoom level
if (Input.GetMouseButtonDown(1))
{
CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
}
}
private void HandleCharacterInput()
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
// Build the CharacterInputs struct
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
characterInputs.CameraRotation = CharacterCamera.Transform.rotation;
characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
// Apply inputs to character
Character.SetInputs(ref characterInputs);
}
}
}

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