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Gray Cat Character Controller

Discussion in 'Assets and Asset Store' started by username_unity_of_my, Mar 15, 2018.

  1. username_unity_of_my

    username_unity_of_my

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    Hello,

    New character controller system is on asset store.
    Its a third person character controller and creator.
    Purpose is to easily create feature filled third person player in single click.
    Controller comes with ragdoll & hit reaction system, footsteps audio system, trigger / action system, cover system, car driving, ledge climbing system with many examples.
    Use multitude of pre made weapons or create your own, also try variety of pre made triggers/actions or create new with trigger creator.

    Asset Store Page: GCCC


    Few videos and players are available for display:

    Demo video:


    Player creation and footsteps tutorial:


    Premade actions / triggers:


    Action / trigger creator tool tutorial:


    Weapon creator tool tutorial:



    WebGL Demo #1: Weapons&Cover&Etc
    WebGL Demo #2: Actions



    I recommend creating new scene before importing package.
    After importing package click on 'Tools/GC Character Controller/Setup Project Requrements' to create all necessary setup.

    Thank you!
     
    theANMATOR2b and Virtuadreamer like this.
  2. tcmeric

    tcmeric

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    Any support for NPC characters using navmesh? :D
     
  3. username_unity_of_my

    username_unity_of_my

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    No, this is just character controller.
    You can try CombatFramework package for npc implementation.
    Or you can use third party, off course.
     
  4. gshabanov

    gshabanov

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    so CombatFramework and GC Controller will work together? Will there be an asset with both ? Combined? I would love to have a sword vs gun. Also if GC Character is without weapons will they fight?
     
  5. username_unity_of_my

    username_unity_of_my

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    Hello,

    They are not working together. This is different asset ( although similar in some aspects )
    I plan to update Combat Framework with many features from gray cat like ranged weapons, cover, vehicles.
    Also I'll probably, after Ive done these updates, make possible to upgrade from GrayCat to CombatFramework.

    Cray Cat CC can melee attack with fists if no weapons are equipped.
    Also there are melee weapons in it. Look in the demo, there are crowbar and sledgehammer examples.
     
    Last edited: Apr 25, 2018
  6. gshabanov

    gshabanov

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    Sounds Good I will check it out. What attracts me to Combat Framework is the AI ability. Currently I am using 3rd person cover shooter asset and it does not have all I want in it. Car driving you implemented is great. Would love to see motorbike and later on flying vehicles. So we can grand theft auto like game play! Amazing products! Thanks for your hard work!
     
  7. username_unity_of_my

    username_unity_of_my

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    Yeah, its easy to implement motorbike, flying , horse and other vehicles. Its all same method.
    Its just that it needs time and to get good animations for it.
     
  8. Anhella

    Anhella

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    can i make a third person shooter game with this asset?
    if so how.
     
  9. username_unity_of_my

    username_unity_of_my

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    Hello,
    This is character contoller part of shooter game - its has player locomotion, trigger / action management / creator, ragdoll - hit reaction system, weapon systems, cover system, car driving etc..
    For more on how to use it look at the tutorial videos:
    Player Setup
    Trigger Creator
    Weapon Creator
    BuiltIn Actions
     
  10. Anhella

    Anhella

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    good day
    can i create an enemy with a gun who would attack the player and shoot him down<>?
     
  11. username_unity_of_my

    username_unity_of_my

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    Hi,
    Yes you can.
    There are body colliders with hit reaction system implemented.
    If you need any help contact me on email and I will give you pointers on how to use it.
     
    Last edited: May 25, 2018
  12. username_unity_of_my

    username_unity_of_my

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    This is the ragdoll - hit reaction system GrayCat is using: Ragdoll-HitReaction package
    And here is tutorial on how to use it:


    In short, you throw ray towards player, look for BodyColliderScript which holds reference to ragdoll system and other player components and start hit reaction, ragdoll or just decrease hit points.

    Here is snippet:
    Code (CSharp):
    1. int mask = LayerMask.GetMask(m_Ragdoll.activeColLayerName, m_Ragdoll.inactiveColLayerName);
    2. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // Here is ray from camera, but you can use any ray
    3. RaycastHit hit;
    4. if (Physics.Raycast(ray, out hit, Camera.main.farClipPlane, mask))
    5. {
    6.     BodyColliderScript bcs = hit.collider.GetComponent<BodyColliderScript>();
    7.     if (bcs)
    8.     {
    9.         int[] parts = new int[] { bcs.index };
    10.  
    11.         // Here I start hit reaction, but you can do whatever it suits
    12.         bcs.ParentRagdollManager.startHitReaction(parts, ray.direction * 16f);
    13.     }
    14. }
    I decided that I will create demo of npc shooting player in next update
     
    Last edited: May 28, 2018
  13. username_unity_of_my

    username_unity_of_my

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    Hello,

    Update 1.2 is released,

    I implemented examples of npc and player exchange hits.
    Npc ( turret ) can shoot player and player can shoot npcs.
    Also I made bullet hit effect material based like other decals( bulletholes, hit sounds ),
    now different effect plays on different materials.
    You can assign it like other decals in DecalManager component.
     
  14. username_unity_of_my

    username_unity_of_my

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    Hi again,

    I released updates which improves player preview window with right hand, IK and weapon adjustment.
    Here is tutorial:


    Few words about car controller in project.

    My goal was to create player controller entering / exiting and car inside animation.
    Car controller used in project is basicly from unity standard assets.
    Any car controller can be used .
    I added enterCar() and leaveCar() methods which:
    - enterCar method enables car controller components ( and start enter car player animation)
    -exitCar metod disables car controller component ( and start exit car player animation )

    Same methods can be inserted in any car controller script.

    In next updates I'll make merging player controller with any car controller more easy probably by implementing some interface with enterCar() exitCar() methods to be implemented in new car controller.

    Thank you!
     
  15. Anhella

    Anhella

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    this asset is a faulty one only works with the gray cat character. needs alot of work character dont stay in car. the view very pixelated. please FIX. people wonts things that work/not half working. iam using unity 2018.2.0f2 this asset sucks!!!!!!!!!!!!!!!!!!!
     
  16. username_unity_of_my

    username_unity_of_my

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    Sigh ....

    What does that mean ' It only works with gray cat character' ?
    What means 'view very pixelated' and what that have to do with this package ?
    Can you tell me what did you do so that character dont stay in car? I tested it with many models and all works fine ( in videos are examples of 'Challenger' model and model from mixamo but I tested with many more ).
    You know you can create your own enter car trigger with TriggerCreator.
    Car is only minor feature in this package.

    If you want help contact me on mail.
    Tell me how to replicate 'dont stay in car' issue and Im certain we will fix ...

    Thank you
     
  17. Prefab

    Prefab

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    Hi @username_unity_of_my , is this asset planned to be able to work with the Combat Framework asset? There is a lot of great features here which I would gladly pay for if it worked with the Combat Framework. At the moment each asset covers about one half of the features I need.
     
  18. username_unity_of_my

    username_unity_of_my

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    Well, no .
    CombatFramework works very differently ( has dynamic animation switching ) so it can have unlimited per weapon animations. GrayCat is, so to say, normal - it holds all weapon ( and other ) states and it transition between them
    Update for CF with ranged weapons is done ( programming parts ), need to do all other stuff now ( docs, videos etc..)
     
  19. Prefab

    Prefab

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    Oh ok sure. By range weapons does this mean the use of these weapons only or some of the other shooter mechanics like the cover system?
     
  20. username_unity_of_my

    username_unity_of_my

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    Only ranged weapons for now plus improvements ( like moving while defending / shielding what users asked me to do )
     
    Prefab likes this.
  21. Ssssilk

    Ssssilk

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    Hello there!
    I'm looking for anyone who is experienced and comfortable using this great asset-- for a paid freelance project.

    Basically, this would be the basis of a prototype.. But as always, I'm hope to make a few customizations to get going.

    Happy to share more details. Please PM me if you'd like to hear more.

    Thanks!
     
  22. Fabyanno

    Fabyanno

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    For me to add a main player I will have to use this Ragdoll-HitReaction package?
     
  23. username_unity_of_my

    username_unity_of_my

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    Ragdoll - HitReaction system is included in GrayCat.
    To create player look at the tutorial videos.

    Create and setup player, weapon holders, IK:


    Create player, ragdoll, footsteps:
     
  24. Anhella

    Anhella

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    good day

    after i install gray cat character controller, i couldn't find the tools at the top of unity menu bar where it normally install. how to fix please. thanks in advance
     
  25. username_unity_of_my

    username_unity_of_my

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    Hmmm, that's strange.
    did you tried to restart Unity ?
    What Unity version are you using?
     
  26. Reiner

    Reiner

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    Multiplayer plant for this kit? and when yes any dates?

    Greetz Reiner
     
  27. username_unity_of_my

    username_unity_of_my

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    Multiplayer is on TODO list. Can't tell you when though. I have at least one update before that.
     
  28. tongchimlang

    tongchimlang

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    Support Unity 2109.2?
     
  29. username_unity_of_my

    username_unity_of_my

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    Hi,

    2109.2 ?

    If you mean 2019.1 - it's still in beta.
    Current version is still 2018.3.
    I'll release update if needed when 2019.1 goes out of beta.
     
    Last edited: Feb 27, 2019
  30. p_hergott

    p_hergott

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    I sent a email for this already, but best to cover my basis haha. So my character is set up, weapon is set up. Everything looks good in the player preview window. Shooting is good. But the Aiming causes the player to bend right over. Is there a spine rotation offset somewhere? Or another method? Also, if i put a simple ammo system in, which ends up just stopping the reload with a bool, do you forsee any issues? I also plan on adding in a passenger spot on the car controller, but that should be pretty simple
     
  31. PesadeloDoEspantalho

    PesadeloDoEspantalho

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    Hi, are you planned add throwable item (grenade), and dropable item (claymore) ?