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Can we get some decent character controllers for once and for all???

Discussion in 'General Discussion' started by Not_Sure, Aug 30, 2014.

  1. Not_Sure

    Not_Sure

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    I can't be alone here that there is straight up a complete lack of tutorials or prefabs for decent character controllers for Side Scrolling Platformers and Top Down Platformers.

    Right??

    The Unity FPS and 3rd person controllers are great for their own purposes but the simply do not work for Platformers and here's the main reason why:


    It seems that no matter how you modify the default controllers they will always hug the edges of ledges, which is terrible for the sake of Platformers.

    In games like Mario the collider is a box rather than a pill so the character can get to the very edge without dipping down:


    While at the same time being able to climb slopes:


    So why is it that the entire Unity stratosphere littered with tutorial on how to edit the FPS controller for platformers, but there doesn't seem to be anything about how to make a proper controller?

    I would really like to work on a controller that is freely available to everyone and can be edited for their needs if I knew where to even get started.

    Does anyone have any suggestions?
    (Oh, and I tried the Unity Hotshot book, but their controller is completely broken!)
     
  2. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

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    elmar1028 likes this.
  3. Not_Sure

    Not_Sure

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    You know what, I have not.

    I didn't think this would be in there.

    Thank you.
     
  4. elmar1028

    elmar1028

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    I would suggest you to make your own. You'll be surprised how easy it will be. It took me two days to make my character jump walk run and crouch! It can also push physical objects.

    Plus its for your own sake. You'll not regret it.
     
  5. zDemonhunter99

    zDemonhunter99

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    Making your own character controller is incredibly easy and you can tweak it whenever you want since it was you who created it.
     
    angrypenguin and zombiegorilla like this.
  6. calmcarrots

    calmcarrots

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    You have the best profile picture I have ever seen lol

    Anyways, like everyone has just said, write your own. Use these current controllers as reference or better yet, just modify the controllers to your likings.
     
  7. Aiursrage2k

    Aiursrage2k

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    Theres a whole number reasons why you dont want to do that. Let me see if i can find the physx post about that.

    https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/CharacterControllers.html
     
    Jingle-Fett likes this.
  8. elmar1028

    elmar1028

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  9. Mridu-Saicharan

    Mridu-Saicharan

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    Instead of using capsule collider, use a custom collider such that the collider is within the shape of the object. With this u the player won't stand on ledges.
     
  10. Aiursrage2k

    Aiursrage2k

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    I think not otherwise physx wouldnt have bothered writing the complex character controller.
     
  11. angrypenguin

    angrypenguin

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    The issue is that games often have differing requirements for their character controllers. It's actually a significant and critical part of your game's design - I don't typically use an off-the-shelf one for anything past an initial quick prototype.
     
  12. superpig

    superpig

    Drink more water! Unity Technologies

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    Yeah, while it's quite easy to write a character controller, it's hard to write a good one. 2D platformed physics is complicated.