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[编辑器/功能拓展] Easy Character Movement 2 1.2.1二代角色控制器

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发表于 2023-8-4 10:49:08 | 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.

FAQ
Do I have to use new input system?
No, ECM2 now includes a version without any external depency using the Unity old input manager.

Can I use URP/HDRP with ECM2?
Yes, ECM2 doesn’t do any rendering, it’ll work with any render pipeline. The demos are made using the Standard Render Pipeline (built-in), as it’s still the only stable one, and the most common denominator, but you can use any RP you prefer.


《Easy Character Movement 2》是一款强大的、功能丰富的、高度可定制的、通用的(与游戏类型无关的)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,第一人称,第三人称,冒险,指向和点击,等等!

ECM2的开发考虑到了可扩展性,所以你可以放心,它将作为一个强大的平台,为你构建游戏或在其上添加你独特的游戏机制。

ECM2包含超过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,双疾运动,冲刺,滑动,梯子,AI, Cinemachine, Bolt等等!

广泛的文档,和完全注释可读的源代码包括。

有什么新鲜事吗?
移除新的输入系统依赖。
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,没有任何依赖于新的输入系统。

用户决定导入哪个版本。

特性
运动字符控制器。
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。
基于真实地表法向的鲁棒地面检测。
坡度限制覆盖允许您定义每个面甚至每个对象的可行走区域。
可配置的步行区域(perchOffset)可以让你定义角色的“脚”半径。
以胶囊为基础的地面检查选项。这就避免了角色从窗台上慢慢下降的情况。
地面约束,防止角色被发射出斜坡。
可配置平面约束,因此不可能沿锁定轴移动。
自动步进保持角色的动量(例如,它的步幅)。
用户定义的重力和向上向量马里奥银河效果。
物理交互。
角色与角色的互动。
一流的、透明的(无需进一步步骤)平台支持,无论是基于动画、脚本还是基于物理的。
碰撞和接地事件。
网络友好。完全控制更新和仿真时间步长。
通过回调实现灵活和可定制的行为。
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,下落,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“基础”角色。
完全控制角色如何受到外部力量、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。
广泛和可配置的冲突过滤。
不同的模板场景(第一人称,第三人称,侧滚动,自上而下)更快的启动。
40多个例子,包括自定义输入动作,电影机器集成,第一人称,第三人称,角色事件,保镖,飞行,游泳,冲刺,滑动,梯子等等!
开发时考虑到可扩展性,可以按原样使用,扩展其“基本”字符之一,或者使用控制器(如其他脚本或可视化脚本)简单地控制它们(例如Bolt)。
物理卷,轻松处理水,下降区等,具有可配置的属性。
根运动支持。
简单的使用,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
*请在导入此更新之前从unity项目中删除ECM2文件夹。

ECM2包含基于Cinemachine的示例,这些示例以.unitypacka的形式发布,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,这些示例以.unitypacka的形式分发,因此在解包之前,请确保将Bolt安装到您的项目中。

常见问题解答
我必须使用新的输入系统吗?
不,ECM2现在包含一个没有任何外部依赖的版本,使用Unity旧的输入管理器。

我可以在ECM2中使用URP/HDRP吗?
是的,ECM2不做任何渲染,它将与任何渲染管道一起工作。演示使用标准渲染管道(内置),因为它仍然是唯一稳定的,也是最常见的,但您可以使用任何您喜欢的RP。





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