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[编辑器/功能拓展] Easy Character Movement 2 1.2.0 二代角色控制器

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发表于 2023-2-23 13:06:24 | 显示全部楼层 |阅读模式




























Easy Character Movement 2 is a robust, feature-rich, highly customizable, general purpose (not game-genre tied) kinematic character controller.

ECM2 can be used for any kind of character (player or AI controlled) and for a wide range of games like, platformer, first person, third person, adventure, point and click, and more!

ECM2 thas been developed with extensibility in mind so you can rest assured it will serve you as a robust platform to build your game or add your unique game mechanics on top of it.

ECM2 includes over 40 examples, ranging from using the new input system custom actions, PlayerInput component, first person, third person, target lock, twin-sick movement, dash, slide, ladders, AI, Cinemachine, Bolt, and many more!

Extensive documentation, and fully commented readable source code included.

WHAT'S NEW?
Removed New Input System dependency.

ECM2 includes 2 versions, ECM2 - Input System, using the Unity's new Input System package, and a new one ECM2 - Input Manager, which uses the old input manager without any dependency on new input system.
Users decide which version to import.

FEATURES
Kinematic character controller.
Work the Unity's way, simply call its Move method, just like Unity' Character Controller.
Robust ground detection based on real surface normal.
Slope Limit Override lets you define walkable areas per-face or even per-object.
Configurable walkable area (perchOffset) lets you define the character's 'feet' radius.
Capsule-based with Flat Base for Ground Checks option. This avoids the situation where characters slowly lower off the side of a ledge.
Ground constraint, prevent the character's being launched off ramps.
Configurable Plane Constraint so movement along the locked axis is not possible.
Auto-stepping preserving character's momentum (e.g. its stride).
User-defined gravity and up vector for mario galaxy like effects.
Physics interactions.
Character vs Character interactions.
First-class, transparent (without further steps needed by you) platforms support, be it animated, scripted, or physics based.
Collision and Grounding events.
Network friendly. Full control over the update and simulation timestep.
Flexible and customizable behavior through callbacks.
Fully configurable friction based movement including water buoyancy!
Uses Unity New Input System as its default input (but not limited to).
Different movement modes and states, like walking, falling, unlimited variable height jump, crouching, sprinting, flying, swimming, etc.
First person, Third person, Agent “base” characters.
Full control over how a character is affected (or not) by external forces, platform velocity, platform movement and / or rotation, push other rigidbodies and or characters.
Character actions events.
Extensive and configurable collision filtering.
Different template scenes (First person, Third person, Side scroller, Top down) for faster startup.
40+ examples including custom input actions, cinemachine integration, first person, third person, character events, bouncers, fly, swim, dash, slide, ladders, and much more!
Developed with extensibility in mind, can be used as it is, extend one of its “base” characters or simply take control of them using controllers such as other scripts or visual scripting (e.g. Bolt).
Physics Volumes, to easily handle water, falling zones, etc. with configurable properties.
Root motion support.
Simple to use but complete API.
Easy integration into existing projects.
Fully commented C# source code. Clear, readable and easy to extend.
Garbage-Collector friendly, no GC allocations.

INSTALLATION
* Please remove the ECM2 folder from your unity project before importing this update.

ECM2 includes Cinemachine based examples, this are distributed as a .unitypackage, so before unpack this, please make sure to install the Cinemachine package into your project.

ECM2 includes Bolt based examples, this are distributed as a .unitypackage, so before unpack this, please make sure to install Bolt into your project.


《Easy Character Movement 2》是一款功能强大、功能丰富、可高度定制的通用(与游戏类型无关)动态角色控制器。

ECM2可以用于任何类型的角色(玩家或AI控制)和广泛的游戏,如平台游戏,第一人称,第三人称,冒险,点击,等等!

ECM2是考虑到可扩展性而开发的,所以你可以放心,它将作为一个强大的平台来构建你的游戏或在上面添加你独特的游戏机制。

ECM2包括超过40个例子,从使用新的输入系统自定义动作,PlayerInput组件,第一人称,第三人称,目标锁定,双病运动,冲刺,滑动,梯子,AI,电影机器,螺栓,和更多!

广泛的文档,并充分评论可读的源代码包括。

有什么新鲜事吗?
移除新的输入系统依赖项。

ECM2包括2个版本,ECM2 -输入系统,使用Unity的新输入系统包,和一个新的ECM2 -输入管理器,它使用旧的输入管理器而不依赖于新的输入系统。
用户决定导入哪个版本。

特性
运动学字符控制器。
使用Unity的方式,简单地调用它的Move方法,就像Unity的角色控制器一样。
基于真实地表法线的鲁棒地面检测。
坡度限制覆盖允许您定义每个面甚至每个对象的步行区域。
可配置的步行区域(perchOffset)允许您定义角色的“脚”半径。
胶囊为基础,地面检查的平坦基础选项。这样就避免了角色慢慢从壁架的一侧下降的情况。
地面约束,防止角色从斜坡上被发射出去。
可配置平面约束,因此沿锁定轴移动是不可能的。
自动步进保存角色的动力(例如它的步幅)。
用户自定义重力和向上矢量马里奥星系一样的效果。
物理交互。
角色与角色的互动。
一流的、透明的(不需要进一步的步骤)平台支持,无论是动画、脚本还是基于物理的平台。
碰撞和搁浅事件。
网络友好。完全控制更新和模拟时间步骤。
通过回调灵活且可定制的行为。
完全可配置的摩擦运动,包括水浮力!
使用Unity新输入系统作为默认输入(但不限于)。
不同的运动模式和状态,如行走、坠落、无限可变高度跳跃、蹲伏、冲刺、飞行、游泳等。
第一人称,第三人称,特工“基地”角色。
完全控制角色如何受到外力、平台速度、平台移动和/或旋转、推动其他刚体和/或角色的影响。
角色动作事件。
广泛且可配置的碰撞过滤。
不同的模板场景(第一人称,第三人称,侧滚轮,上下)更快启动。
40+例子,包括自定义输入动作,电影机器集成,第一人称,第三人称,人物事件,保镖,飞行,游泳,冲刺,滑动,梯子,和更多!
在开发时考虑到可扩展性,可以按原样使用,扩展它的一个“基本”字符,或者简单地使用其他脚本或可视化脚本(例如Bolt)等控制器来控制它们。
物理卷,以方便处理水,下降区等具有可配置的属性。
支持根部运动。
使用简单,但完整的API。
易于集成到现有项目中。
完全注释的c#源代码。清晰,易读,易于扩展。
垃圾收集器友好,没有GC分配。

安装
*在导入此更新之前,请从您的unity项目中删除ECM2文件夹。

ECM2包括基于Cinemachine的示例,这是作为.unitypackage分发的,所以在解包之前,请确保将Cinemachine包安装到您的项目中。

ECM2包含基于Bolt的示例,这是作为.unitypackage分发的,所以在解包之前,请确保将Bolt安装到您的项目中。





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