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Game Kit Controler - Framework with weapons, vehicles and more! (New demo build 2.4d availlable)

Discussion in 'Assets and Asset Store' started by sr388, Sep 1, 2015.


What features would you prefer in the next update, after version 2.5 (in process, check roadmap)?

  1. Improve AI

    33 vote(s)
  2. Local multiplayer with split screen

    24 vote(s)
  3. Improved weapon system for player and AI, with attachments, melee and AI in vehicle weapons

    64 vote(s)
  4. Race system with AI vehicles, power ups and gravity sections

    10 vote(s)
  5. Vehicles with multiple seats for AI able to get off and on, drive them and use its weapons

    18 vote(s)
  6. Others (tell about them)

    9 vote(s)
  7. Game mode where you can change control between two or more characters, giving orders to the rest

    15 vote(s)
  8. Finish full gamepad support with navigable menus and editable gamepad input ingame

    20 vote(s)
  1. sr388


    Jul 22, 2014
    Game Kit Controller
    Available in the Asset Store

    2(mas pequeña).png

    Current Version 2.4c.

    Solid 1st/3rd Person Controller with unique Gravity and Sci-Fi features!

    Update 2.4c brings inventory banks, checkpoints, improved save system (persisence for inventory, weapons, etc...), captures ingame tool, physics based puzzles, hide from AI system and more.

    GKC is a powerful game framework which allows you to create most type of games very easily. Use it as a third/first person core, to cover most of genres, a shooter, an adventure, action, puzzles, a fixed camera horror/thriller, a story telling, a fast or slow paced type ....

    Forget about investing time in reinventing the wheel: Just focus on making your game, while most of the systems are interacting between them. This asset isn't simply a starting point, but a whole engine on top of unity, designed to be customized by inspector or /and extended with your own code.

    It is the perfect foundation for your game and a great learning tool. There are tons of possibilities. Enable or disable anything you want.

    Set up a character controller or IA and test it in a couple of seconds.

    Very customizable effects and options: camera states, configuration and transitions, power system, weapons, touch controls, headbob, custom input keys, footsteps, vehicles, etc...

    NEW DEMO BETA 2.4d (23/10/18)


    -Physics-based and root motion controller
    -Any number of extra jumps
    -Ragdoll when character dies or receive damage higher than a given value
    -IK for powers, weapons, vehicles, ….
    -Landmark on player’s feet
    -Procedural Ragoll system
    -Ragdoll to Mecanim and vice versa
    -Uses ragdoll and/or mecanim when player dies
    -Jetpack, sphere controller and fly mode
    -Footstep audio system on mesh and terrain
    -Footprints and dust particles in every step
    -Fall damage
    -Walk on actual stairs and slopes
    -Head track system to look at objets
    -Camera collision detection and states system
    -Change between 1st and 3rd person view
    -Shake on damage
    -Headbob with states and external shakes
    -New external shake system with states and triggers
    -Static and dynamic headbob
    -Zoom mode and move away the camera
    -Start game in Third or First person
    -Lock-on targetting
    -Aim assist for 1st/3d person

    -Advanced fixed camera system
    -Option to follow player's position
    -Option to look at the player
    -Player can aim & shoot on this mode
    -Start game with fixed camera
    -Get a thriller/horror feeling
    -Option for smooth transitions between views
    -Tank-control mode option

    -Walk and run in any surface
    -Circumnavigate spheres or regular surfaces
    -Run while you adhere to any surface
    -Change gravity for any object
    -10+ different type of powers
    -Advanced power manager, add as many as you need
    -Close combat system with combos
    -Displace objects on rails
    -Deflect and project lasers
    -Editable key numbers for powers, drag & drop
    -Tons of options to customize every power
    -Power projectiles with advanced physics management
    -Scanner system for objects and enemies
    -The scanner also shows weak spots on enemies

    -Grab and carry objects with physics
    -Allows to rotate, zoom, drop and throw objects
    -Use tags for objects that can be grabbed
    -Grab crates, boxes, friends, vehicles, ...anything
    -Option to grab object according to distance
    -Option to rotate toward the camera and in fixed position

    -Damage screen with fade color and damage position/direction icons
    -Damage and heal numbers in screen
    -Advanced damage detection for characters, vehicles or anything else
    -Configure weak spots, damage multipliers and one shoot killed zones
    -Complete editor to configure easily damage receivers
    -Trigger functions with damage and death
    -Regeneration with timing options

    -Advanced character creator wizard
    -Create your character in a couple of clicks
    -Create NPCs (friends/enemies) too
    -Character can keep settings and change its model
    -New characters can keep settings

    -Unified keyboard, touch and gamepad input
    -Enable or disable every action
    -Gamepad support with movable mouse cursor
    -Fully customizable touch controls and editor configuration
    -Configurable files path to save input, saves, captures, etc….
    -UI Touch buttons and joysticks ready to use
    -Change between joysticks and touchpad
    -Save/load and edit touch buttons positions
    -Swipe in touch devices
    -Rebindable key input system, save/load it
    -Accelerometer to rotate the camera

    -3rd person shooter aim mode
    -Extensible and customizable player weapon system
    -Shoot in First and third person
    -Advanced use of IK: No animations needed
    -Full weapon HUD
    -Change between weapons in any camera mode
    -Separated camera for weapons in First person
    -Draw, walk, aim and keep weapon actions
    -Insane amount of configurations
    -Procedural weapon sway and motion
    -Realistic physics projectile shells
    -Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius, ...
    -Camera shake for every fired projectile
    -Smooth transition in weapon change, camera fov aiming, …
    -Procedural weapon recoil
    -13+ different weapons: pistol, regular shotgun, assault rifle, double shotgun, missile launcher, laser miner, flashlight,...
    -Pick and drop weapons ingame
    -Weapon and ammo pickups
    -Auto shoot by tags and layers
    -Pocket system to carry mutiple weapons

    -Advanced decals for projectiles
    -Work on primitives, meshes and terrains
    -Configure sound, scorch, particles and fade

    -Powerful inventory system
    -Pick, drop, use, look or read info for every inventory object
    -Use objects by menu, interaction button or trigger
    -Option to use animation on used objects
    -Complete custom editor system to configure every object added
    -Any number of slots and amount of objets per slot
    -Smart inventory management
    -Look, rotate and zoom in every 3d model object in game
    -Easy capture manager: Use actual 3d model images
    -Increase inventory size in game with bags
    -Limited or infinite slots and amount per slot

    -Car, Motorbike, Hovercraft, aircraft, hoverboard, sphere mode, weapon turret,....
    -Camera states, set any number of camera positions
    -Hoverboard waypoint system
    -Skids manager for vehicle wheels
    -Advanced input setting for vehicles
    -Shake states on damage, accelerating, shooting, ….
    -Advanced IK for body, limbs and head player
    -Weapons and gravity control system for vehicles
    -Third, First and fixed camera in vehicles
    -Option to throw driver on high collisions
    -Fuel management and gas tank with pickups
    -Damage vehicles on collisions
    -Start game on vehicle
    -Option to turn off and on vehicles

    -Procedural map builder, any shape is possible
    -Configure different floors and rooms
    -Map menu: change between floors, zoom, icons info, …
    -Place and remove map marks ingame
    -Configure easily any type of map icon: enemies, doors, elevators, vehicles,….
    -Map beacons and quick travel stations
    -Set map zones as hidden to be revealed when player reaches them
    -Unlock map parts with map pickups
    -Configure map zone color and room texts
    -Map glossary according to map icons configured
    -Compass with 8 directions
    -Signaling targets with in screen icon
    -Change between floors with triggers or vertical distance with closest floor
    -Very intuitive map creator, full map levels in no time

    -Full pickup system for health, energy, fuel, ammo, inventory, weapons, …
    -Powerful pickup manager: configure once, use anywhere
    -Breakable crates
    -Pickup drop system for crates, dead enemies, explosive barrels, ….
    -Pickup chests with configurable object spawn position
    -Random amount of pickups in drop system and chests
    -Pickups usable by humanoid AI

    -Procedural doors
    -Procedural elevators
    -Hackable password panels
    -Procedural Ziplines
    -Jump platforms on trigger and on button pressed
    -Pressure plates, activate them with weight
    -Wayoint moving platforms
    -Heal and damage triggers
    -Refill energy and fuel triggers
    -Falling platforms
    -Teleportation platforms
    -Player waypoint system, reach every point in the path!
    -Explosive barrels
    -Recharger stations for health and energy
    -Vending machines, instantiate anything
    -All systems interact with grabbed objects

    -Objects are placed in front of camera
    -Rotate them, zoom them and press buttons on them
    -Examine inventory objects before pick them

    -Health bars above enemies and allies
    -AI Enemy turrets with differents weapons
    -Nav mesh AI system
    -Basic AI combat system
    -AI can use weapons
    -Advanced waypoint patrols
    -Find friendly AI and give orders: wait, follow, attack and hide
    -Ragdoll when dead or damage received higher than x
    -Footstep system with particles and footprints
    -NPC have all player abilities and systems
    -AI detects vehicles as targets according to driver
    -AI able to get off/on from vehicles -Faction system for relations between NPCs & player

    -Any device and enemy robot can be hacked
    -Text devices
    -Numeric code and computer terminals
    -Security cameras with controls and zoom
    -Use keyboard to type text into them
    -Padlocks with rotating wheels
    -Interaction messages for any element

    -Configure any number of slots
    -Save with time played, camera capture, date, scene, place to instantiate player and other game info

    -Time bullet ability
    -Event trigger system, call any amount of functions, unlock a door, lock a room when he enters, activate a trap, ….
    -Create any system with health and destructible, like a rotating laser trap!
    -HUD system with health, power and weapons for player and vehicles

    -Most systems have an advanced editor allowing a perfect workflow.
    -Editable list: change order, remove, add, clear,….
    -Free handles added for a easier use
    -Tag and layer manager: add and remove as you need, import project is not a problem anymore
    -Fully commented C# code

    AND A LOT MORE.....

    -More type of enemies, weapons and powers
    -More vehicles, like regular, industrial, construction, planes, spatial ships, etc...
    -Gravity zero like astronaut mode
    -Quest/missions system with info
    -Experience level system with upgrades & skills
    -Attachment for weapons
    -Local multiplayer with split screen
    -AI able to drive
    -AI able to walk in any surface
    -Dialog system
    -Race system
    -Top down and 2.5d camera

    -Emerald AI
    -More coming

    Complete list of features from previous versions
    Complete list of features of current version (2.4c)

    Join the discord channel



    This document is currently in process. For now, this is the lastest version of this file, which will include tutorials for every system in the asset. Every week, this file will be updated until is totally complete.

    Documentation 2.4b (Current version) Added March 2, 2018


    The price of the asset is 40$.


    Version 2.4c Current Version (added May 22, 2018)
    PC demos
    APK demos

    Version 2.4d Upcoming Version (added October 23, 2018)
    PC demo

    SHOWCASE VIDEOS (in process)





    These features will come in a few updates, instead of all of them just in once (more will be added to this list very problably). In a non particular order:
    • Full body awareness in first person
    • More type of enemies, weapons and powers
    • Procedural rail system with trains and more type of vehicles, like tanks, spacial ships, etc...
    • Mechas with ground, hover and air transformation mode and gravity control
    • Procedural and customizable wires, with uses like plugs (similar to half life)
    • Gravity zero like astronaut mode
    • Quest/missions system with info
    • Enemies waves system
    • Experience level system with upgrades to the player & skills
    • Configurable accessories for weapons ingame, like laser, lanterns, sights, magazine size, silencer, fire mode, ....
    • Magnetic cranes (like half life 2)
    • Enemy and friend turrets simplified and improved, with a better weapon system to customize
    • Ability to control npcs and elements in the game (like in the mario oddissey)
    • Map system improvements, like show a path to a target, search a place in the map, calculate paths through buildings, save places, etc...
    • Show in the map the player noises, like steps, shoots, ....
    • Powers and weapons usable at the same time (like bioshock)
    • More configurable projectile behaviour (similar to a bullet hell)
    • Circular weapon selection menu (similar to doom 2016), change between the current weapons and the stored in any moment
    • Dual weapons, more normal weapons (like sniper, grenade launcher, flame thrower), scifi weapons (like in dead space), grapping hook, weapons that shoot mines, traps, lasers, bouncing bullets, bullets that cross surfaces, melee weapons, ...
    • Weapons that can shoot anything that you scan in the level, like boxes, vehicles, npcs, other weapons, anything with rigidbody (it has to be very cool xd)
    • Attachment system for weapons ingame with sights, laser, magazines, etc...
    • Improved AI, which can listen to player noises, can pick up weapons, ammo, heal and give pick ups to the player
    • AI able to drive vehicles
    • AI neutral which attack if you attack them
    • Inventory improved to store weapons, ammo, heal, ....
    • Store in game to buy and sell objects
    • Temporal pick ups for vehicles, to improve its velocity, ammo, weapon power, etc... (similar to mario kart)
    • More vehicles, like regular, industrial, construction, planes, spatial ships, etc... and improved weapon system for them
    • Race system with AI
    • Top down camera
    • Vault where store your inventory (similar to resident evil) working between scenes
    • Improved save system and checkpoints
    • Improved bullet time
    • Change between different characters in the game (similar to GTA V)
    • Console system to write commands for the game and for computer devices in the game, for a mechanic like open a door by code, or trigger some events
    • Better particles for everything
    • Improved footstep system
    • 2.5d camera system
    • More demo scenes, corridor, isometric, top down shooter, 2.5d, race tracks, ....
    • Camera mode ingame for captures and galery to manage them
    • More powers
    • Better gravity system
    • General improvements to all the systems
    • Local multiplayer with split screen
    • AI able to drive
    • AI able to walk in any surface
    • Dialog system
    • Auto climb option for first and third person
    • Slopes with angle higher than x will make player falls
    • IK foot placement
    • Stamina system
    • Control similar to trine, using the mouse with a custom cursor
    • For grabbed objects, configure a weight option for maximum amount that can be grabbed and to configure velocity movement
    • Point & click movement system using nav mesh
    • Mode to pick big objects and move them with with player's hands
    • Cinemachine integration
    • 2.5d camera system to clamp the camera position according to the room size
    • Weapon which shoots shields which are deployed with different sizes
    • Power ups for weapon stats
    • Bullets with a sphere cast when they are fired (a sound value is configured) and another when they impact, so enemies notice them
    • Weapon which place laser traps on impact
    • Option to change to next weapon when ammo is over
    • Option to increase spread amount for automatic weapons, with a minimum, a maximum and the increase speed
    • Option when weapons are picked, check the bullets, if the weapon is already picked, take its bullets
    • Option to set if a weapon is already picked, change between weapons, to set different stats
    • Option to check if the player has a weapon in that body position, so if another weapon is already in that place, the picked weapon will be exchanged for the other, dropping the previous one
    • Add battery dispenser
    • Audio devices like in dead space
    • Allow the scanner to see enemies throught walls
    • Spikes which impaled the player limbs
    • Option for pickups to only pick the amount necessary and left the rest, like inventory
    • System to show actions in the screen according to the avalialbe controls
    • Pool system for instantiated objects
    • Option in grabobjects and otherpowers to launch objets directly to the closest enemies
    • Power stasis like breath of the wild
    • New input manager system with option to configure different axes list, allowing a better configuration and also, menu to edit gamepad in game too


    I want to update the asset with a lot of things to get a whole game system, where you only have to worry about to make your game:
    • More types or enemies, which can follow the player in any surface
    • Bosses
    • Pickable power ups for vehicles
    • Acceleration platforms for vehicles
    • New types of powers, like magnetism, teleportation, etc...
    • Respawn system with editable save
    • Other type of weapons like bows, swords,...
    • Control the movements of a hacked turret hability
    • More sound effects
    • Store resources in inventory to build structures and vehicles
    • Power to enlarge and shrink the player
    • Friend AI who follows the player and help him
    • More hack minigames
    • Online multiplayer cooperative and competitive
    • And more...
    9 demo scenes and all prefabs included.
    Last edited: Oct 25, 2018
  2. sr388


    Jul 22, 2014
    In this video, I show you a level of the game which I made with a very old version of this controller (the game is made by me). Hope you like it.
    Last edited: Jul 23, 2016
  3. sr388


    Jul 22, 2014
    More pictures added:





    Last edited: Oct 10, 2015
  4. sr388


    Jul 22, 2014




    Last edited: Oct 10, 2015
  5. sr388


    Jul 22, 2014
    Hi again. I just want to update the state of the update, finally is 100 % completed. Sorry for the hugh delay, it took me more time due to I was always adding more features, and also fixing some issues.

    I have added also a couple of new features: now the camera can move away from the player, to elevated it above the character, so now the camera has a bigger angle to see around the player.

    The other feature is an editor that set automatically your own 3d model inside the player controller, just by dropping the model inside it and pressing a button in the inspector window, setting all the objects needed inside his bones (quick and easy).

    The only remaining work to do is finish the documentation, and revise a couple of things in the code. So finally this week the update will be upload and pendig of review by the asset team.
    Finally I add new captures of the demo (with the move away mode on), so you can see how a mario galaxy style game would look like.

  6. sr388


    Jul 22, 2014
    Hi, I have updated the thread with the video of version 2.0 and new demos, with the third person controller with mecanim, and the first person controller without mecanim.

    Also, the asset has been uploaded for review, so if everything goes right, in a few days the version 2.0 will be avaliable.
  7. sr388


    Jul 22, 2014
    Hi, good news everyone.
    The version 2.0 has been accepted and it is now avaliable in the asset store, so check it out.

    In a couple of days, I will upload a video tutorial, about how to set your own model in the player. It is quick and easy.
    Last edited: Oct 31, 2015
  8. sr388


    Jul 22, 2014
    Hi,the video tutorial is upload (added in the main post), any doubt or issue, feel free to ask.
    tgamorris76 and ikemen_blueD like this.
  9. wheelbarrow


    Sep 12, 2011
    I have just bought your asset, and am most impressed with how much is in it. I followed your tutorial on changing the character model, and it works fine, but I got this error while falling through the ceiling:

    Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5.
    If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "estructure/turrets/turret/Cylinder", Mesh asset path "" Mesh name "Cylinder"

    I also found it a pain that the mouse cursor does not become visible when the menu comes up (esc) in the editor, meaning I have to minimise Unity and maximise it again to see the cursor so I can stop the scene from playing. I'm using Unity 5.2.2f1 personal edition.
    Having said all that, I have to reiterate how impressed I am with your asset, and how well it all works, and just how much shear content is in it for the price. Thanks :)
  10. sr388


    Jul 22, 2014
    Hi wheelbarrow. First of all, thank you for purcharse my asset.

    I used unity 4.6.4f1 to develop version 2.0, and unity 5.0.0f4 to test the asset and check that everything works fine. Then I uploaded both versions to the asset store, so everyone could choose the version that need it.

    Some days ago, I downloaded the same version of unity (5.2.f1), I tried the asset, and I have realised that the mouse cursor is locked, no matter if the menu or the touch controls are enabled. But don't worry, I will check the problem and fix it.

    As for the other issue about the mesh collider, I haven't had that error yet, but I will check it also, and try to solve it. I think that for the next update, I will focus in unity 5.

    Finally, I really appreciate your comment. This asset started as a personal project to develop a game, but I hadn't much time to work in it, so I decided to take the whole mechanics and share it. But I have tons of ideas and a complete history to use this asset, so I hope that one day, I could make the game (I want to work as a game developer).

    I just want to make a solid game system at an affordable price for anyone. Also, I am already working in the next update, and I would like to know if you had any suggestion, about any feature that you want to see in it.
    Fincye and markfrancombe like this.
  11. wheelbarrow


    Sep 12, 2011
    I initially bought the asset to use in Unity 4.6, and I had no problems there, but then the model I wanted to use with the asset was listed as Unity 5 only, so I also imported it to that to see if it still worked ok, which it does (except for my above comments).
    I'm hoping to bring the player model from 5 to 4.6, which I still prefer using, so please don't stop compatibility with Unity 4.6, if possible ;) As for any features I would like to see, your list further up this thread re the next update pretty much covers anything I could think of, but if anything comes to mind, rest assured I will let you know.

    I do have a question regarding the footsteps: I've tried several models with the asset (it is so easy to change them around :) ), and in each case the footsteps either don't work, or the sound is very hit and miss (in your demo scene) - I have tried lowering the colliders in the feet closer to the ground, but it doesn't seem to have any effect, so what would you suggest? Thanks for your prompt reply, and a terrific and original asset :D
  12. sr388


    Jul 22, 2014
    I have some new features to add to that list, now I am working in an early AI partner, who can help the player and allow him to switch between both characters (like in resident evil revelations 2), and the tricky part will be follow the player when he is in walls, and other surfaces (maybe this partner will need the navigation system of Unity 5, but in that case, unity 4 will still its version).

    In the footsteps problem, which is the version of unity where you have that issue? Do you have problems with the footsteps in the default character or once you change the model? I have just tried the asset downloaded from the asset store in a new empty project, in unity 5.2.2f1, and tried with ethan and the model of the tutorial (!/content/12980), and both models work well with the footsteps.
    What models have you used? If it is in the asset store, send me the link, and I will try it, and help you to fix this problem. And thanks for your reply.
  13. sr388


    Jul 22, 2014
    Ok, I have downloaded a couple of models from the asset store, and just one have had problems with the footsteps, because the scale of the model was 100, instead of 1, so I have scaled the triggers in every foot to 1, and reduce the radius of the sphere collider to an appropriate value, and then everything works fine.

    Check the scale of the model, inside of every gameObject in its bones. In any case, tell me if this fixes your problem or not.

    Edit: I have tried another model in unity 5.2.2f1 and this also have that problem, and the scale is 1. I will check more carefully this issue.
    Last edited: Nov 7, 2015
  14. wheelbarrow


    Sep 12, 2011
    Hi, and thanks again for your quick replies. I'm back in Unity 4.6 to try another model, and again everything works fine, but I noticed that the footsteps worked as normal initially, then when I added a ragdoll to the model, they stopped completely. I have no idea whether this is related or not, I just wanted to let you know.

    The model I'm using at the moment in 4.6 has a scale of 1, but the model is smaller than the ethan model(?), and like I said, the footsteps worked perfectly until I added the ragdoll, so I'm not sure the scale is relevant.
    I have the problem in both versions of Unity, and only with my own models, not your ethan demo model.
  15. sr388


    Jul 22, 2014
    Hi, no problem, mate.
    You are right, after adding the ragdoll the sphere collider trigger in the footsteps are removed, and it is due for the ragdoll itself. I didn't notice this issue before. There are two solutions to this problem:
    • After build the player, search in the hierachy two gameObjects called footstep, and disable them in the inspector. Create the ragdoll, and enable them again.
    • After build the player and create the ragdoll, search the footstep, add a sphere collider, set to trigger, and adjust the radius.
    Sorry for this problem, I am adding these issues to the todo list of the asset ;). I also want to make the ragdoll by code, to make the player more simple to create.
    I think that the problem with the footsteps are related to the skeleton of the model (but I am not sure yet), and the scale it doesn't matter. Normally, it can be fixed by moving every footstep in the heel of the foot. To avoid this, I think that I will remake the footstep system in the next update, to work properly with any model.
    Last edited: Nov 8, 2015
  16. wheelbarrow


    Sep 12, 2011
    No worries, I will try adding the sphere colliders to the footstep transforms. Another question: I imported my prefab model into another scene, and again everything works fine with the scene colliders etc, but now my bullets no longer hit where the crosshairs are, both arms shoot low and to the left of them, as in the screenshot:

    My prefab was taken straight out of your demo scene, where it hit the crosshairs, and put into this test scene, so I don't know why the aiming is off. Any ideas why this changed, and should I adjust the shoot zone transform, or is there another reason for this. Sorry for all the questions :p
  17. sr388


    Jul 22, 2014
    At first sight, I think that the player shoots correctly, but the hud (the canvas system) is displaced. The prefab (called GTC_Prefrab) position with the player and the hud inside is 0,0,0? It has to be in that position, or the canvas is displaced, like it happens to you now.

    Set the position of GTC_Prefrab to 0, 0, 0, or take the gameObject hudAndMenus outside of the prefab. Tell me if this fix your problem.
  18. christougher


    Mar 6, 2015
    Hi, looking over your asset and I'm impressed, (particularly for the price!) will likely pick it up real quick. Had a couple of quick questions. I prefer to use mecanim with root motion to move my models around. Is this compatible with your system? Also how easy would it be to apply running on all surfaces to non-humanoid models (creepy crawlies w/ four legs and such)?
  19. sr388


    Jul 22, 2014
    Hi chris, thanks for your message and sorry for the late reply, I've been all day at the university. Like I said before, I want to make this asset affordable to anyone.

    Yes, it is compatible. The root motion currently is handled by script and it can be configured easily. You mean how the character with mecanim moves, right? it works by applying velocity to its rigidbody according to the animator.

    About running on all surfaces, do you mean non-humanoid models which use mecanim or legacy? There is already a controller in the asset which doesn't use mecanim (first person controller, in the main post you can try this demo), and can be easily adapted to work with a non-humanoid model, just by adding its animation behaviour. In the same way, a mecanim non-humanoid model can also easily created, just need to modifiy its animator properly.

    In fact I want to add enemies of that type, like the robotic spider of angry bots asset as an example of how to use the gravity system in a non-humanoid model. Actually, this feature could be used to make the player control any enemy in a similar way to dishonored, another feature to add, haha.

    Feel free to ask any more doubt about the asset.
    Last edited: Nov 9, 2015
  20. sr388


    Jul 22, 2014
    Hi, I have recieved an email that asked about how hard would be to use this asset with UFPS. Since I have not (yet) that asset, I want to ask to everyone who bought the gravity twist controller, have you used it with UFPS? is it easy to combine both?

    This question made me think about the possibility of create a fully compatible version of the gravity controller with UFPS. And I would like to know what you think about it? would you find it useful or interesting?
  21. markfrancombe


    May 26, 2009
    Last post Jul 22 2014? Is this asset still supported?
    Id like to pick it up, I don't need the gravity thing just yet (but I do have another game idea that would use it) But I need a simple but robust 3rd person controller, which supports hand to hand fighting, and maybe climbing, (preferably on tagged invisible colliders so I can just enclose a ladder or tree with a box and it will transition to upward movement and climbing animation.

    More specifically I need to add in Photon Multiplayer.. but I don't think thats a problem.

    Im having trouble finding a simple and cheap solution for GOOD 3rd person, without andy additional scripting, is it possible to just switch off features I dont need?

  22. markfrancombe


    May 26, 2009
    Hmm... I went and downloaded this. Im afraid it wasn't what I was expecting. I had hoped that, as a character controller asset, I would be able to configure this for my own use, which would be to disable almost everything!
    I am making an extremely simple game (apart from it being multiplayer) and all i need as explained above was a a good 3rd person controller with fighting... (climbing was a "would be nice)

    The demo showed promise, as although I didnt need ANY INTERFACE, thats right no GUI, (ok, maybe one health bar) I enjoyed a few features, the switch from 3rd person to 1st person was seamless and professional, and the character manoeuvred well, AND I like variable footsteps, (Although I must say, re-triggering the same footstep sound continuously is not too good sounding, picking randomly from a pool would be better)

    However, upon opening the asset, I cant even find the character prefab, only the GTC_Prefab, that has ALOT of stuff attached. I really was hoping that there would be some controls for enabling or disabling features.

    No one will be making THIS EXACT game so it seems quite a deal to rip it out of this project and insert it in your own.

    Dont get me wrong, I can see that alot of work has gone into this, and its feature rich, but its too much for me...
    Is there a simple way to get what Im after, or is there a way to get a refund, I know its not expensive, but I cant afford to buy an asset, open it and realise in about 20 minutes that I cant use it...

    But PLEASE, if there is a way for me to use it, explain, I still need a solution!
  23. sr388


    Jul 22, 2014
    Hi markfrancombe, yes, this asset is still supported, and that date you said is when I joined to the web, not the last post, since the asset was created this year.

    I am sorry for the problems that this had caused to you. The possibility or disable different parts of the controller is something about I don't think until some days ago. The current project allows to disable all the powers of the player and also, other scripts can be removed.

    This is due, like you said, to the version 2.0 and the amount of features that I added. But you are right, a good option (or a needed option) is the possibility to use the controller without the features that users don't need, so I will add this option as a fix in the next update.

    Due to I have not almost free time right now, the last update of the asset was a month ago, but in christmas, I will keep working in the next update, but before that, I will upload a new version with a couple of fix, and also the option to disable any part of the controller.

    So right now, you can wait to that update which will be upload this month, or you can tell me what features you need from the asset, and help you to remove all the other stuff from the asset.

    And of course, you can get a refund.
  24. markfrancombe


    May 26, 2009
    Hey sr388!

    Thanks for the response!
    Well I'll hang on with that refund, I still need a good solution for a 3rd person controller so maybe this CAN be tweaked.
    I did manage to get my character into your game, AND added the punching and kicking animations (I got the Taiko pack you suggested and added them).

    Although many of your features intrigue me, what I NEED right now is:

    1. 3rd person controller with close up fighting animations.
    2. 3rd person camera (zoom super zoom in to 1st person view... very nice) with mouselook. Id prefer a camera that followed from behind..with some lagging or smoothing... but yours works...
    3. Health system, only need a single LIFE health bar (Id need to design that to fit my game so good commenting here needed) must be damage for long falls, and from punches or kicks from a similarly set up NPC/network player. (plus some method to add damage myself thru scripting or location, for example an invisible configurable collider object with "strength of attack" parameter. So if placed over a pit of spikes, parameter can be 100 (instant death) if its placed in water just when your character "goes under" it could be set to 20, (heath drips away slowly till you a) get out of the water b) die)
    4. Id like health pickups (run over something to regenerate a bit of lost health)
    5. Footsteps on different textures (is this how yours works? Forgot to take a close look at it, or is each surface a separate object with tags? Basically does it respond to textures applied to a terrain (preferably with multiple slots for sounds, script should then randomly pick from a small pool, yours are a bit repetitive)
    What I DONT WANT, is any GUI, no mouse wheel swap of "Powers" or shields or lasers... or ahem... gravity stuff...

    Although I must say, it was the "gravity" in the title that intrigued me, as I struggled with that for another game a while back. AND it might be that in my game I MIGHT want my player to be able to "pick up abilities" along the way, so your Mouse wheel COULD come in handy... For example, picking up a stick enables you to fight with stick... till then only fists, maybe they find a magic book, and a 3rd item on the wheel appears, enabling a magical "ray" (basically your laser)...

    So I wouldn't want to DELETE anything of yours, you never know... where my game is going...

    Anyway... interested to see what you can come up with... with a bit of configuablility this could be a really useful asset...


    EDIT: Oh one last thing, If I select GTC_Prefab ( or Prefrab as you have spelt it :) It picks up a whole LOAD of stuff with it, Even System and Huds and Menues. It would be helpful to just have the Player Character (with all needed scripts attached) separated from the system.
    Apart from any other reason, its hard to place in a scene, when the transform point is way off in space somewhere, it needs to have a parent transform smack bang on the player...
    In my game, being multi playe means it gets spawned in so GOD KNOWS where it would end up if I was carrying around all that stuff
    Last edited: Dec 10, 2015
  25. sr388


    Jul 22, 2014
    Ok, I have read your post, and the options that you suggest are very reasonable, and very useful, so any user can choose what features can be disabled or enabled in a simple way just by setting true or false in the inspector. I am thinking that a good way will be a separated script that allows to set all the features to true or false, being an easy and fast way to configure it, with a couple of editor options.

    Right now I am at class (a master's degree), I will back here in a couple of hours, so I could explain my self better.

    hopeful likes this.
  26. sr388


    Jul 22, 2014
    I am back, sorry for the delay.

    The camera currently moves to the position of the player, since he works changing his rigidbody velocity, and with a smooth following sometimes it looks like laggy, so I think that like this works better.

    The option about the health system like fall damage is not added due to the mechanical of the gravity, but is an option that many users can find useful and I will add this features in the fix update. The triggers that you mention can already be used, just check when the player enters the collider and call this code:

    player.GetComponent<health> ().setDamage (damageAmount, direction of the damage, position of the damage, gameObject that cause that damage);

    About health pickups, use triggers to check when the player is close to them, and add a certain amount of life to the healht value of the character. Also, check that the regenerate speed is 0, to avoid the player recover his health over time.

    The footsteps check the layer of the object that every trigger in the feet of the player touchs. But this system seems to work not properly with some models, when the user set his own 3d model, so I will remake the system, with the same functionality. About the pool, yeah I want to add it too, but I didn't find much steps effects, but definitely will add the random step mode.

    About the powers, in the inspector of otherPowers you can select which power is active by setting to 1 (enable) or 0 (disable) in the array Activated Powers, to uses as the way that you said for example.

    Finally, the prefab is done like that due to all the dependencies between the elements in the hud and the scripts of the character. If the interface and the character would two different prefabs, these references will be missing, and every user would have to set every object in the parameters of the scripts that use them.

    But a way to instantiate or respawn a player would be create the prefab, and then set the position of the gameObject Character inside the prefab, which only contains the player and the camera (touch controls and radar also) in the position that you need.

    So, what is it the better way to add this options?
    -Separate script/editor to enable/disable every feature in the asset.
    -A more simple character prefab, without powers,gravity, hud...

    Last edited: Dec 10, 2015
  27. markfrancombe


    May 26, 2009
    I think the camera works great! As I said before the transition from 3rd to 1st person works well (although Id prefer that on the scro9ll wheel, but I know YOU are using that for weapon swap so... never mind)
    Er.. yeah... but you would have to write these :) If you had 2 Prefabs in in the package, one for damage and one for Life... The damage one you place over spikes and whirling chopping knives.. er... sorry... and the life one over mushrooms. I can't code.. well I use PlayMaker... I might be able to figure it out, but... hint hint
    So... this is not gonna work for terrain then?? where a grass texture can fade into snow or rock? Hmmm... I know thats the way they do it in UFPS... works well... about the not having many step sounds... whats you email.. Ill send you all I have... lots!
    I think the best way would be to have separate parts, a more simple character prefab. One that just "works" for movement and er... living... controller camera and animations. But.. include a slot for the other systems, if they are contained in complete prefabs too, cant you have it that you drag one over to make the connection...
    Within those elements you could use a editor to enable/disable things.
  28. sr388


    Jul 22, 2014
    Ok, I will add thoses triggers as prefabs to damage or heal the player.

    I only tested the footstep system in regular objects, not terrains (yet), but due to I want to remake that system, I will test the terrain, and think a proper way to detect diferent textures like grass and similar (I don't know how UFPS does it) About the sounds, I won't tell you not to that haha, my email is

    About the best option, last time I try to separete the parts in prefabs, the references between them was missing. But that way could work, so as soon as I could, I will start to work in these fixes.

    Also, like I have said other times, feel free to sugest other features that you would like to see in future updates.

    Last edited: Dec 25, 2015
  29. sr388


    Jul 22, 2014
    Hi, I have updated the main post with the features of the next update, and now I am focusing first in fix the issues that some users told me. As soon as possible, the update will be avaliable.

    Also, I am thinking about make a contest to celebrate Christmas, with a voucher of this asset as give-away and anyone can participate. The contest would consist in tell in this thread what type of game would you do with this asset, in a couple of lines. If you have already the asset, you can also tell how have you used it. The best idea will get the voucher and people will vote every idea.

    This is an example:
    "I would make a game in third person controlling a pilot on ground and a mecha, which can fly and use the gravity control in air and in the space. The game will be in a spatial station, fighting with other mechas and robots, to take control of a planet with valuable resources, fighting also in it."

    The minimum of people to participate is 5. The constest starts right now and will finish in a month (January 23). If this contest is not possible due to the rules of this forum or Unity, please tell me.

    The thread to post your idea is this:

    Regards and happy Christmas.
    Last edited: Dec 27, 2015
  30. sirio21


    Mar 11, 2013
    HI! It work with 2D? Thanks
  31. sr388


    Jul 22, 2014
    Hi sirio21, right now it has no 2D mode, but it would easy to modificate, since 2D is easier to deal with. I wanted to add a 2.5D mode camera in an update, but now that you mention, I want to add a full 2D mode too, so anyone can use the mode that need it.

  32. sr388


    Jul 22, 2014
    Hi, I just want to show you an example of this asset in a game, I have updated the main post with a video about one level of the game which I created this controller system. Hope you like it.
    hopeful likes this.
  33. Tym777


    Jan 16, 2014
    Don't be distracted by too many requests to do the work FOR the customer at such a cheap price.
    Your work is exceptional! I started working with Unity back in 2.5 days. Many of us users have
    come a long way. I saw your "hand weapon" and was happy to buy your asset.

    I found the 5.2.3 Unity works, but when turrets explode that "non convex mesh collider with non kinematic rigidbody" error stops the play mode in the program. I downloaded 4.6.4 today to test it out. Then the latest version of Unity.

    When a person asks you to have customized things like "no gui, no powers, make it do this that and the other"
    just tell them to LEARN JAVASCRIPT OR CSHARP - all they have to do is block out or delete parts of the code.

    I can't wait to experiment with this kit! Makes me want to invest in the PRO version and make a bigger 3D team.

    Peace and Merry Christmas.

    sr388 likes this.
  34. sr388


    Jul 22, 2014
    Hi again Tym, thank you very much for you comment. I really appreciate feedback like this. It makes me want to work harder in this asset.

    Yes, it seems that the asset has some little issues in Unity 5. I have already fixed the problem with the locked mouse (due to some changes in the code that Unity 5 made), and I am currently working in the version 2.4, which will fix all the issues that people and I noticed, and will bring some new features. I will check that problem with the turrets.

    About the customization, yes, you are right, it is not difficult to delete or disable parts of the asset, and I thought the same. But while I was adding more and more features, I realised that a good option would be to have the option to enable or disable every part that anyone would need, and simplify the mode to use it. But don't worry, this doesn't take me too much time, I will keep working in adding more and more features and options for this asset for a long time.

    Thanks again for your comment and Merry Christmas too.
  35. hopeful


    Nov 20, 2013
    I thought that was very imaginative. I especially liked the use of space ... how the lab was so huge, and with so many different areas. :)
    sr388 likes this.
  36. sr388


    Jul 22, 2014
    Thank you hopeful, that level was part of my informatics thesis and it was very funny and hard to did it, since I was one team person.

    The level could be a little confused, but with the story, it has more sense, being almost the beginning of the game, where the character gets his powers. The next part of the game would be in an open city (similar to infamous), but in that point of the proyect, I had to finish it to submit it in the college.

    Fortunately, now I am working in another game with some friends.
  37. Renokun


    Jun 25, 2013
    Hello! Thanks for making such an interesting looking kit!

    Whether this game idea is feasible or not, I am planning to test it out as I have great fun experimenting. I would use the gravity system to have a sort of zero-g style fps where magnetic boots help give unpredictability to the encounters. Will they be on the ground? On the ceiling? Running at you along the wall? Instead of powers, the players would have weapons that offer the same gravity effects, such as a gravity well grenade or a repulsion explosion. I would love to add some form of construction element, similar to Rust though not so thorough, so players can set up makeshift fortifications. The nice part of the theme is, the gravity boots type gimmick could apply to any environment.

    sr388 likes this.
  38. sr388


    Jul 22, 2014
    Hi Renokun, that sounds very cool, the construction element adds a good playable element, where every level and fight would be different.
    One doubt, your post is to tell people your idea, to participate in the contest or both? Is to add your participation to it.I think that I should make another thread with this contest, due to maybe it is hard to found for other people.

    Last edited: Dec 27, 2015
    Renokun likes this.
  39. sirio21


    Mar 11, 2013
    It possible circumnavigate a box? thanks.
  40. sr388


    Jul 22, 2014
    A regular box with 6 faces is not possible right now, the player will fall in his ground direction once he reachs the edge of the cube. However, a smooth box with curves, similar to the square planetoid in the demo of the asset is possible, since the normal is recalculated with a ray.

    A box with smooth edges like this can be circumnavigate.

  41. Renokun


    Jun 25, 2013
    Thank you. I could totally see some of the gravity effects being able to destroy structures or cause them to cave. Yes, to participate in the contest. :)
  42. sr388


    Jul 22, 2014
  43. Renokun


    Jun 25, 2013
  44. jitrock


    Dec 30, 2015
    This looks like some good work.

    I am a programmer with a regular job that would like to make a game on the side. I am new to game development, and this looks like a good jumping of point. However I would need to make a lot of changes to the hud and the projectiles shot from the hand... Also would need the character to be able to climb ropes, and hang from a ledge moving with hands... Does this come with the source code, so you can make these kinds of modifications, or can this be done without the source code...

    Please let me know. I am very interested in this asset.

    ron-bohn likes this.
  45. sr388


    Jul 22, 2014
    Hi jitrock, thank you for your interest.
    Yes, the asset has the complete source code, to be modified as you want. I hope one day I could improve the asset to be able to add those type of actions just by menus and options.

    Renokun likes this.
  46. jitrock


    Dec 30, 2015
    Sounds great!

    Just keep up the good work, and don't give up. You will get it there. As people continue to make requests, and suggestions put in your backlog, and get to when you can. You could make this an amazing product. Try to make it as extensible, and configurable as possible while keeping it simple. Lol. The goal we all try to shoot for, but does not come easy.

    sr388 likes this.
  47. sr388


    Jul 22, 2014
    Haha, exactly, right now I am working in a key editor and an editable power list, to set every power in any number key, by grabbing and dropping their icons. Here a couple of captures:
    Sin título2.png
    Sin título.png
    Also, in the new foot steps system it can be defined any type of surfaces and detect different textures in terrains, using a pool of sounds with option to set them in regular or random order.

    I have to update the main post with more features that I have been thinking about.

    ron-bohn, Renokun and hopeful like this.
  48. jitrock


    Dec 30, 2015
    I just bought this asset today (have not had time to play with it yet), I would really like the new feature for editing input controls. Will the update be free? Either way please let us know when this has been released.

    Keep up the good work!
  49. sr388


    Jul 22, 2014
    Firts of all, thank you for your purchase.
    And of course, all the updates that I will made to this asset will be free, don't worry ;)
    Of the current update that I am working, these are already finish:
    • Footsteps system, with regular surface detection and terrain texture detection, with random pool of sounds
    • Editable key controls in game and in editor mode
    • Improved power system, more configurable
    • Editable key numbers powers (drag and drop)
    • Fixed the locked cursor in unity 5
    • Fixed an issue in editing touch buttons positions
    And the list of the other features that I want to include in the current update (maybe some of them could be delayed to next update, according to the time that it will take to achieved them):
    • Full body awareness in first person
    • Scalable touch buttons in game
    • More easy way to use the controller and every feature
    • Use of inverse kinematics (IK) in legs and arms. In arms to simplify the configuration of the aim mode, and to avoid that the arm cross any object
    • Automatic ragdoll creation when you set your own model
    • Improve the camera shaking
    And finally some minor features:
    • Triggers to hurt the player
    • Objects to restore health and power
    • Damage for long falls
    • More sounds effects
    • Elevator in any direction
    • Doors with physics
    • Bulles that bounce to search other enemies
    • Laser that reflect in any surface
    • Power to reduce or increase the gravity in the scene
    And of course, I will take in consideration any other feature that people tell me.

    Regards (and almost) happy new year.

    EDIT: About the realise date, I forgot to say it. I want to upload it in two weeks approximately
    Last edited: Dec 31, 2015
    ron-bohn and Renokun like this.
  50. Tym777


    Jan 16, 2014
    I cannot find this prefab in the scene.. I DO see the solar system spinning when I open the canopy using 'T' key.
    Is this in the update?