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Character controller recommendations

Discussion in 'General Discussion' started by kendallroth, Mar 15, 2019.

?

Would you recommend the Opsive controller or the OOTII controller?

  1. Opsive

    28.6%
  2. OOTII

    42.9%
  3. Either

    28.6%
  1. kendallroth

    kendallroth

    Joined:
    Nov 4, 2015
    Posts:
    20
    I'm working on a survival RPG game that focuses on exploration, hunting, and gathering resources to furnish and run a market (will be some PvE as well in dungeons). I've been exploring two character controllers and was hoping to get input from multiple people as to which one they would recommend, preferably having worked with both?
    1. https://assetstore.unity.com/packages/templates/systems/third-person-motion-controller-15672
    2. https://assetstore.unity.com/packages/templates/systems/third-person-controller-126347
    Both looks equally good, with things that the other one does not have. I don't need too much melee or shooting abilities, but some basic would be nice (although not necessarily through the controller?). The focus should rather be on ease-of-use for each controller and how much they can be customized.

    If it makes a difference, I would be using Inventory Pro for inventory, Questing Pro or Quest Machine for questing, and something else for dialog potentially. With all that the Opsive controller offers (basic inventory, etc) I'm not sure if there would be a conflict when trying to use the more extensive Inventory Pro system. I also do have OOTII's camera controller (integrates with their controller).

    I'm assuming I'd have to create my own animations for things like chopping wood, etc. Additionally, using the OOTII controller I'd probably have to make some more (looks like there are addons though, albeit expensive). The OOTII controller seems to have more climbing-related features at the moment, although Opsive is releasing an Agility pack soon (that doesn't involve climbing but does include hanging).

    Anyway, what are your thoughts? Has anyone worked with both and can recommend one or the other?
     
  2. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,528
    Both are good. If it makes any difference, Quest Machine includes integration for Third Person Controller but not Motion Controller. You're on your own to integrate Motion Controller, but Quest Machine provides fairly simple starter template scripts. The Dialogue System for Unity includes integration for both, but it's more extensive for Third Person Controller. (Quest Machine and the Dialogue System both have Inventory Pro integration.)
     
    kendallroth and Ryiah like this.
  3. castlesidegamestudio

    castlesidegamestudio

    Joined:
    Oct 16, 2013
    Posts:
    36
    I assume that you are talking about a third person camera and controller with support for animations since the assets you mentioned primarily do that.

    For me, the search and eventual choice of character controller was second only in effort to my choice of art style.

    When I started with character controllers in 2014 the 800lb gorilla in the room was Robin Schmidt "ninja controller"

    https://www.assetstore.unity3d.com/en/?stay#!/content/3853

    It has since been deprecated.

    Fast-forward 5 years and the landscape is considerably better.

    At first, I was like you, looking for "complete packages" with the features that I thought I would need.

    I own ootii's controller, opsives controller and invectors..

    In my opinion, in their effort to provide a comprehensive solution they end up being "over-engineered" with hundreds of classes and dizzying configuration. They may work for what you need, but how do you add 16 new styles. I found it very hard to extend these solutions without knowing as much as the author themselves.

    I then started using character controllers that were shipped with animation packages. Namely, Kubolds character controller and Explosives. These were okay, but didn't exactly solve my problems.

    Today, I have a different idea of what a "character controller" should be.

    First, I am not looking for a complete package, but I do need the following:

    A third person camera,
    A character controller to move my capsule around in the game world,
    A way to play animations,
    A bunch of animations.

    My setup is:

    Kinematic Character Controller = https://www.assetstore.unity3d.com/en/?stay#!/content/99131,
    Animancer = https://www.assetstore.unity3d.com/en/?stay#!/content/116514,
    Kubold Animsets = https://www.assetstore.unity3d.com/en/?stay#!/search/page=1/sortby=popularity/query=publisher:5491

    Of course the real proof is in the pudding. If you want to "feel" it.

    You can download my demo at www.castlesidegamestudio.com

    Now, with all that said, all advice is bad. While this is my preferred solution, you may be best sticking with ootii, opsive or invector's solution. I am not here to fight with anyone over design choices. I just thought I would share my experience.

    As with all advice, your mileage may very.
    Thanks!
    :)
    Brian
     
    codebaby2, Jarkko1, zn13S and 3 others like this.
  4. kendallroth

    kendallroth

    Joined:
    Nov 4, 2015
    Posts:
    20
    @TonyLi thanks for your response, that's good to know.

    @castlesidegamestudio thank you as well for your response, that's something I have struggled with as well (knowing whether or not it's actually worth it). In the end I did go with Ooti's controller simply because it was used by a friend working on a similar project.