unity3d

Unity 3D Game Engine – Platform Controller – 3rd Person

Unity 3D Game Engine – Platform Controller – 3rd Person

A platform game (or platformer) is a video game which involves guiding an avatar to jump between suspended platforms, over obstacles, or both to advance the game. These challenges are known as jumping puzzles or freerunning.

Standard Assets – Ready to use

1. MAIN TOP MENU> Create Other> Plane, name it ‘Ground’

2. MAIN TOP MENU> Assets> Import Package> Character Controller

3. Project> Standard Assets> 3rd Person Controller (the blue cube)> DRAG AND DROP it over the Scene Window

4. Hierarchy> 3rd Person Controller> Inspector> Transform>
– Reset
– Position Y= 0.97 (bisogna posizionarlo in modo che il Collider ‘Character Controller’ sia sopra a ‘Ground’)

5. Hierarchy> select the Character and remove all Scripts

6. Project> DRAG AND DROP OVER THE CHARACTER ‘Platform Input Controller.js’

Analisys

Hierarchy>
— Bip001 (Biped Skeleton)
— Bip001 Pelvis
— etc… (le altre parti di Biped)
— construction_worker (mesh)

Il personaggio sarà in grado:
– di essere completamente animato
– di correre anche su superfici irregolari, come può essere una collina
– di essere bloccato dalla presenza di ostacoli
– di saltare degli ostacoli con salto breve o più alto a seconda di quanto a lunga viene tenuta premuta la barra spazio

Questo grazie all’interazione di Collider posizionati sugli oggetti e sul terreno.

Analizziamo il contenuto degli oggetti in scena:

Ground
– Transform
– Mesh
– Mesh Collider
– Mesh Renderer

NOTA BENE: il terreno per la collisione DEVE essere una mesh separata da quella che utilizziamo per il rendering, con meno poligoni per ottimizzare il calcolo delle collisioni. In questo caso toglieremo il componente ‘Mesh Renderer’

Character
– Transform
– Animation
– Character Controller
– Character Motor (JS Script)
– Platform Input Controller (JS Script)

Character Controller
Ha la forma di una capsula

– Slope Limit (buon valore 45): la pendenza del terreno massima che può superare
– Step Offset (buon valore 0.3): il personaggio potrà salire i gradini di una scalinata se sono al massimo alti 0.3 unità
– Skin Width (buon valore è 10% di Radius): 2 collider si possono penetrare del valore specificato. Un valore alto riduce il jitter (tremolii)
– Min Mov Distance (raccomandato a 0): se il personaggio tenta di muoversi di una valore inferiore a quello indicato, non si muoverà. Serve per ridurre il jitter (tremolii)

– Center: il centro della capsula
– Radius: raggio della capsula
– Height (2 metri per un umano): altezza della capsula

Character Motor (JS Script)


#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
	// The maximum horizontal speed when moving
	var maxForwardSpeed : float = 10.0;
	var maxSidewaysSpeed : float = 10.0;
	var maxBackwardsSpeed : float = 10.0;
	
	// Curve for multiplying speed based on slope (negative = downwards)
	var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
	
	// How fast does the character change speeds?  Higher is faster.
	var maxGroundAcceleration : float = 30.0;
	var maxAirAcceleration : float = 20.0;

	// The gravity for the character
	var gravity : float = 10.0;
	var maxFallSpeed : float = 20.0;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// The last collision flags returned from controller.Move
	@System.NonSerialized
	var collisionFlags : CollisionFlags; 

	// We will keep track of the character's current velocity,
	@System.NonSerialized
	var velocity : Vector3;
	
	// This keeps track of our current velocity while we're not grounded
	@System.NonSerialized
	var frameVelocity : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var hitPoint : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
	None, // The jump is not affected by velocity of floor at all.
	InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
	PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
	PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
	// Can the character jump?
	var enabled : boolean = true;

	// How high do we jump when pressing jump and letting go immediately
	var baseHeight : float = 1.0;
	
	// We add extraHeight units (meters) on top when holding the button down longer while jumping
	var extraHeight : float = 4.1;
	
	// How much does the character jump out perpendicular to the surface on walkable surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var perpAmount : float = 0.0;
	
	// How much does the character jump out perpendicular to the surface on too steep surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var steepPerpAmount : float = 0.5;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// Are we jumping? (Initiated with jump button and not grounded yet)
	// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
	@System.NonSerialized
	var jumping : boolean = false;
	
	@System.NonSerialized
	var holdingJumpButton : boolean = false;

	// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
	@System.NonSerialized
	var lastStartTime : float = 0.0;
	
	@System.NonSerialized
	var lastButtonDownTime : float = -100;
	
	@System.NonSerialized
	var jumpDir : Vector3 = Vector3.up;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
	var enabled : boolean = true;
	
	var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
	
	@System.NonSerialized
	var hitPlatform : Transform;
	
	@System.NonSerialized
	var activePlatform : Transform;
	
	@System.NonSerialized
	var activeLocalPoint : Vector3;
	
	@System.NonSerialized
	var activeGlobalPoint : Vector3;
	
	@System.NonSerialized
	var activeLocalRotation : Quaternion;
	
	@System.NonSerialized
	var activeGlobalRotation : Quaternion;
	
	@System.NonSerialized
	var lastMatrix : Matrix4x4;
	
	@System.NonSerialized
	var platformVelocity : Vector3;
	
	@System.NonSerialized
	var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
	// Does the character slide on too steep surfaces?
	var enabled : boolean = true;
	
	// How fast does the character slide on steep surfaces?
	var slidingSpeed : float = 15;
	
	// How much can the player control the sliding direction?
	// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
	var sidewaysControl : float = 1.0;
	
	// How much can the player influence the sliding speed?
	// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
	var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
	controller = GetComponent (CharacterController);
	tr = transform;
}

private function UpdateFunction () {
	// We copy the actual velocity into a temporary variable that we can manipulate.
	var velocity : Vector3 = movement.velocity;
	
	// Update velocity based on input
	velocity = ApplyInputVelocityChange(velocity);
	
	// Apply gravity and jumping force
	velocity = ApplyGravityAndJumping (velocity);
	
	// Moving platform support
	var moveDistance : Vector3 = Vector3.zero;
	if (MoveWithPlatform()) {
		var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
		moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
		if (moveDistance != Vector3.zero)
			controller.Move(moveDistance);
		
		// Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
        
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
	        // Prevent rotation of the local up vector
	        tr.Rotate(0, yRotation, 0);
        }
	}
	
	// Save lastPosition for velocity calculation.
	var lastPosition : Vector3 = tr.position;
	
	// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
	var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
	
	// Find out how much we need to push towards the ground to avoid loosing grouning
	// when walking down a step or over a sharp change in slope.
	var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
	if (grounded)
		currentMovementOffset -= pushDownOffset * Vector3.up;
	
	// Reset variables that will be set by collision function
	movingPlatform.hitPlatform = null;
	groundNormal = Vector3.zero;
	
   	// Move our character!
	movement.collisionFlags = controller.Move (currentMovementOffset);
	
	movement.lastHitPoint = movement.hitPoint;
	lastGroundNormal = groundNormal;
	
	if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
		if (movingPlatform.hitPlatform != null) {
			movingPlatform.activePlatform = movingPlatform.hitPlatform;
			movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
			movingPlatform.newPlatform = true;
		}
	}
	
	// Calculate the velocity based on the current and previous position.  
	// This means our velocity will only be the amount the character actually moved as a result of collisions.
	var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
	movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
	var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
	
	// The CharacterController can be moved in unwanted directions when colliding with things.
	// We want to prevent this from influencing the recorded velocity.
	if (oldHVelocity == Vector3.zero) {
		movement.velocity = new Vector3(0, movement.velocity.y, 0);
	}
	else {
		var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
		movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
	}
	
	if (movement.velocity.y < velocity.y - 0.001) {
		if (movement.velocity.y < 0) {
			// Something is forcing the CharacterController down faster than it should.
			// Ignore this
			movement.velocity.y = velocity.y;
		}
		else {
			// The upwards movement of the CharacterController has been blocked.
			// This is treated like a ceiling collision - stop further jumping here.
			jumping.holdingJumpButton = false;
		}
	}
	
	// We were grounded but just loosed grounding
	if (grounded && !IsGroundedTest()) {
		grounded = false;
		
		// Apply inertia from platform
		if (movingPlatform.enabled &&
			(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
			movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
		) {
			movement.frameVelocity = movingPlatform.platformVelocity;
			movement.velocity += movingPlatform.platformVelocity;
		}
		
		SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
		// We pushed the character down to ensure it would stay on the ground if there was any.
		// But there wasn't so now we cancel the downwards offset to make the fall smoother.
		tr.position += pushDownOffset * Vector3.up;
	}
	// We were not grounded but just landed on something
	else if (!grounded && IsGroundedTest()) {
		grounded = true;
		jumping.jumping = false;
		SubtractNewPlatformVelocity();
		
		SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
	}
	
	// Moving platforms support
	if (MoveWithPlatform()) {
		// Use the center of the lower half sphere of the capsule as reference point.
		// This works best when the character is standing on moving tilting platforms. 
		movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
		movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
		
		// Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
	}
}

function FixedUpdate () {
	if (movingPlatform.enabled) {
		if (movingPlatform.activePlatform != null) {
			if (!movingPlatform.newPlatform) {
				var lastVelocity : Vector3 = movingPlatform.platformVelocity;
				
				movingPlatform.platformVelocity = (
					movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
					- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
				) / Time.deltaTime;
			}
			movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
			movingPlatform.newPlatform = false;
		}
		else {
			movingPlatform.platformVelocity = Vector3.zero;	
		}
	}
	
	if (useFixedUpdate)
		UpdateFunction();
}

function Update () {
	if (!useFixedUpdate)
		UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) {	
	if (!canControl)
		inputMoveDirection = Vector3.zero;
	
	// Find desired velocity
	var desiredVelocity : Vector3;
	if (grounded && TooSteep()) {
		// The direction we're sliding in
		desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
		// Find the input movement direction projected onto the sliding direction
		var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
		// Add the sliding direction, the spped control, and the sideways control vectors
		desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
		// Multiply with the sliding speed
		desiredVelocity *= sliding.slidingSpeed;
	}
	else
		desiredVelocity = GetDesiredHorizontalVelocity();
	
	if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
		desiredVelocity += movement.frameVelocity;
		desiredVelocity.y = 0;
	}
	
	if (grounded)
		desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
	else
		velocity.y = 0;
	
	// Enforce max velocity change
	var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
	var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
	if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
		velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
	}
	// If we're in the air and don't have control, don't apply any velocity change at all.
	// If we're on the ground and don't have control we do apply it - it will correspond to friction.
	if (grounded || canControl)
		velocity += velocityChangeVector;
	
	if (grounded) {
		// When going uphill, the CharacterController will automatically move up by the needed amount.
		// Not moving it upwards manually prevent risk of lifting off from the ground.
		// When going downhill, DO move down manually, as gravity is not enough on steep hills.
		velocity.y = Mathf.Min(velocity.y, 0);
	}
	
	return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
	
	if (!inputJump || !canControl) {
		jumping.holdingJumpButton = false;
		jumping.lastButtonDownTime = -100;
	}
	
	if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
		jumping.lastButtonDownTime = Time.time;
	
	if (grounded)
		velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
	else {
		velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
		
		// When jumping up we don't apply gravity for some time when the user is holding the jump button.
		// This gives more control over jump height by pressing the button longer.
		if (jumping.jumping && jumping.holdingJumpButton) {
			// Calculate the duration that the extra jump force should have effect.
			// If we're still less than that duration after the jumping time, apply the force.
			if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
				// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
				velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
			}
		}
		
		// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
		velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
	}
		
	if (grounded) {
		// Jump only if the jump button was pressed down in the last 0.2 seconds.
		// We use this check instead of checking if it's pressed down right now
		// because players will often try to jump in the exact moment when hitting the ground after a jump
		// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
		// it's confusing and it feels like the game is buggy.
		if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
			grounded = false;
			jumping.jumping = true;
			jumping.lastStartTime = Time.time;
			jumping.lastButtonDownTime = -100;
			jumping.holdingJumpButton = true;
			
			// Calculate the jumping direction
			if (TooSteep())
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
			else
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
			
			// Apply the jumping force to the velocity. Cancel any vertical velocity first.
			velocity.y = 0;
			velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
			
			// Apply inertia from platform
			if (movingPlatform.enabled &&
				(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
				movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
			) {
				movement.frameVelocity = movingPlatform.platformVelocity;
				velocity += movingPlatform.platformVelocity;
			}
			
			SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
		}
		else {
			jumping.holdingJumpButton = false;
		}
	}
	
	return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
	if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
		if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
			groundNormal = hit.normal;
		else
			groundNormal = lastGroundNormal;
		
		movingPlatform.hitPlatform = hit.collider.transform;
		movement.hitPoint = hit.point;
		movement.frameVelocity = Vector3.zero;
	}
}

private function SubtractNewPlatformVelocity () {
	// When landing, subtract the velocity of the new ground from the character's velocity
	// since movement in ground is relative to the movement of the ground.
	if (movingPlatform.enabled &&
		(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
		movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
	) {
		// If we landed on a new platform, we have to wait for two FixedUpdates
		// before we know the velocity of the platform under the character
		if (movingPlatform.newPlatform) {
			var platform : Transform = movingPlatform.activePlatform;
			yield WaitForFixedUpdate();
			yield WaitForFixedUpdate();
			if (grounded && platform == movingPlatform.activePlatform)
				yield 1;
		}
		movement.velocity -= movingPlatform.platformVelocity;
	}
}

private function MoveWithPlatform () : boolean {
	return (
		movingPlatform.enabled
		&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
		&& movingPlatform.activePlatform != null
	);
}

private function GetDesiredHorizontalVelocity () {
	// Find desired velocity
	var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
	var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
	if (grounded) {
		// Modify max speed on slopes based on slope speed multiplier curve
		var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
		maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
	}
	return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
	var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
	return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
	return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
	// Maximum acceleration on ground and in air
	if (grounded)
		return movement.maxGroundAcceleration;
	else
		return movement.maxAirAcceleration;
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function IsJumping () {
	return jumping.jumping;
}

function IsSliding () {
	return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
	return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
	return grounded;
}

function TooSteep () {
	return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
	return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
	canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
	if (desiredMovementDirection == Vector3.zero)
		return 0;
	else {
		var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
		var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
		var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
		return length;
	}
}

function SetVelocity (velocity : Vector3) {
	grounded = false;
	movement.velocity = velocity;
	movement.frameVelocity = Vector3.zero;
	SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")

Platform Input Controller (JS SCript)


// This makes the character turn to face the current movement speed per default.
var autoRotate : boolean = true;
var maxRotationSpeed : float = 360;

private var motor : CharacterMotor;

// Use this for initialization
function Awake () {
	motor = GetComponent(CharacterMotor);
}

// Update is called once per frame
function Update () {
	// Get the input vector from keyboard or analog stick
	var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
	
	if (directionVector != Vector3.zero) {
		// Get the length of the directon vector and then normalize it
		// Dividing by the length is cheaper than normalizing when we already have the length anyway
		var directionLength = directionVector.magnitude;
		directionVector = directionVector / directionLength;
		
		// Make sure the length is no bigger than 1
		directionLength = Mathf.Min(1, directionLength);
		
		// Make the input vector more sensitive towards the extremes and less sensitive in the middle
		// This makes it easier to control slow speeds when using analog sticks
		directionLength = directionLength * directionLength;
		
		// Multiply the normalized direction vector by the modified length
		directionVector = directionVector * directionLength;
	}
	
	// Rotate the input vector into camera space so up is camera's up and right is camera's right
	directionVector = Camera.main.transform.rotation * directionVector;
	
	// Rotate input vector to be perpendicular to character's up vector
	var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
	directionVector = (camToCharacterSpace * directionVector);
	
	// Apply the direction to the CharacterMotor
	motor.inputMoveDirection = directionVector;
	motor.inputJump = Input.GetButton("Jump");
	
	// Set rotation to the move direction	
	if (autoRotate && directionVector.sqrMagnitude > 0.01) {
		var newForward : Vector3 = ConstantSlerp(
			transform.forward,
			directionVector,
			maxRotationSpeed * Time.deltaTime
		);
		newForward = ProjectOntoPlane(newForward, transform.up);
		transform.rotation = Quaternion.LookRotation(newForward, transform.up);
	}
}

function ProjectOntoPlane (v : Vector3, normal : Vector3) {
	return v - Vector3.Project(v, normal);
}

function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
	var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
	return Vector3.Slerp(from, to, value);
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
@script AddComponentMenu ("Character/Platform Input Controller")

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D Game Engine – Platform Controller – 3rd Person

Unity 3D Game Engine – Character Controller – 3rd Person

Unity 3D Game Engine – Character Controller – 3rd Person

Narrative point of view in the creative writing of fiction describes the narrator’s position in relation to the story being told. If the narrator of the story is not present, or is present but is not the protagonist, and the story told is about someone else and is not the narrator’s own story, the story is narrated by He/She perspective.

In videogames player position has been compared to a camera. In a 3rd Person videogame you are able to see the full body of the player character. You can think about ‘Assassin’s Creed’ or ‘Tomb Rider’.

Character Controller is the specialized Physic Character Controller, character only please.

It is simply a capsule shaped Collider which can be told to move in some direction from a script. The Controller will then carry out the movement but be constrained by collisions. It will slide along walls, walk up stairs (if they are lower than the Step Offset) and walk on slopes within the Slope Limit.

The Controller does not react to forces on its own and it does not automatically push Rigidbodies away.

If you want to push Rigidbodies or objects with the Character Controller, you can apply forces to any object that it collides with via the OnControllerColliderHit() function through scripting.

On the other hand, if you want your player character to be affected by physics then you might be better off using a Rigidbody instead of the Character Controller.

Standard Assets – Ready to use

1. MAIN TOP MENU> Create Other> Plane, name it ‘Ground’

2. MAIN TOP MENU> Assets> Import Package> Character Controller

3. Project> Standard Assets> 3rd Person Controller (the blue cube)> DRAG AND DROP it over the Scene Window

4. Hierarchy> 3rd Person Controller> Inspector> Transform>
– Reset
– Position Y= 0.97 (bisogna posizionarlo in modo che il Collider ‘Character Controller’ sia sopra a ‘Ground’)

5. Play> use arrow key to move the character

Analisys

Hierarchy>
— Bip001 (Biped Skeleton)
— Bip001 Pelvis
— etc… (le altre parti di Biped)
— construction_worker (mesh)

Il personaggio sarà in grado:
– di essere completamente animato
– di correre anche su superfici irregolari, come può essere una collina
– di essere bloccato dalla presenza di ostacoli
– di saltare degli ostacoli

Questo grazie all’interazione di Collider posizionati sugli oggetti e sul terreno.

Analizziamo il contenuto degli oggetti in scena:

Ground
– Transform
– Mesh
– Mesh Collider
– Mesh Renderer

NOTA BENE: il terreno per la collisione DEVE essere una mesh separata da quella che utilizziamo per il rendering, con meno poligoni per ottimizzare il calcolo delle collisioni. In questo caso toglieremo il componente ‘Mesh Renderer’

Character
– Transform
– Animation
– Character Controller
– Third Person Controller (JS Script)
– Third Person Camera (JS Script)

Character Controller
Ha la forma di una capsula

– Slope Limit (buon valore 45): la pendenza del terreno massima che può superare
– Step Offset (buon valore 0.3): il personaggio potrà salire i gradini di una scalinata se sono al massimo alti 0.3 unità
– Skin Width (buon valore è 10% di Radius): 2 collider si possono penetrare del valore specificato. Un valore alto riduce il jitter (tremolii)
– Min Mov Distance (raccomandato a 0): se il personaggio tenta di muoversi di una valore inferiore a quello indicato, non si muoverà. Serve per ridurre il jitter (tremolii)

– Center: il centro della capsula
– Radius: raggio della capsula
– Height (2 metri per un umano): altezza della capsula

Third Person Controller (JS Script)
Inspector> Assign:
– Animation Clips
– Run Walk Jump Rotate -> Speed

The Code:



// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;

public var walkMaxAnimationSpeed : float = 0.75;
public var trotMaxAnimationSpeed : float = 1.0;
public var runMaxAnimationSpeed : float = 1.0;
public var jumpAnimationSpeed : float = 1.15;
public var landAnimationSpeed : float = 1.0;

private var _animation : Animation;

enum CharacterState {
	Idle = 0,
	Walking = 1,
	Trotting = 2,
	Running = 3,
	Jumping = 4,
}

private var _characterState : CharacterState;

// The speed when walking
var walkSpeed = 2.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;

private var jumpRepeatTime = 0.05;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags; 

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;


// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;


private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;


private var isControllable = true;

function Awake ()
{
	moveDirection = transform.TransformDirection(Vector3.forward);
	
	_animation = GetComponent(Animation);
	if(!_animation)
		Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
	
	/*
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;	
	*/
	if(!idleAnimation) {
		_animation = null;
		Debug.Log("No idle animation found. Turning off animations.");
	}
	if(!walkAnimation) {
		_animation = null;
		Debug.Log("No walk animation found. Turning off animations.");
	}
	if(!runAnimation) {
		_animation = null;
		Debug.Log("No run animation found. Turning off animations.");
	}
	if(!jumpPoseAnimation && canJump) {
		_animation = null;
		Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
	}
			
}


function UpdateSmoothedMovementDirection ()
{
	var cameraTransform = Camera.main.transform;
	var grounded = IsGrounded();
	
	// Forward vector relative to the camera along the x-z plane	
	var forward = cameraTransform.TransformDirection(Vector3.forward);
	forward.y = 0;
	forward = forward.normalized;

	// Right vector relative to the camera
	// Always orthogonal to the forward vector
	var right = Vector3(forward.z, 0, -forward.x);

	var v = Input.GetAxisRaw("Vertical");
	var h = Input.GetAxisRaw("Horizontal");

	// Are we moving backwards or looking backwards
	if (v < -0.2)
		movingBack = true;
	else
		movingBack = false;
	
	var wasMoving = isMoving;
	isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
		
	// Target direction relative to the camera
	var targetDirection = h * right + v * forward;
	
	// Grounded controls
	if (grounded)
	{
		// Lock camera for short period when transitioning moving & standing still
		lockCameraTimer += Time.deltaTime;
		if (isMoving != wasMoving)
			lockCameraTimer = 0.0;

		// We store speed and direction seperately,
		// so that when the character stands still we still have a valid forward direction
		// moveDirection is always normalized, and we only update it if there is user input.
		if (targetDirection != Vector3.zero)
		{
			// If we are really slow, just snap to the target direction
			if (moveSpeed < walkSpeed * 0.9 && grounded)
			{
				moveDirection = targetDirection.normalized;
			}
			// Otherwise smoothly turn towards it
			else
			{
				moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
				
				moveDirection = moveDirection.normalized;
			}
		}
		
		// Smooth the speed based on the current target direction
		var curSmooth = speedSmoothing * Time.deltaTime;
		
		// Choose target speed
		//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
		var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
	
		_characterState = CharacterState.Idle;
		
		// Pick speed modifier
		if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
		{
			targetSpeed *= runSpeed;
			_characterState = CharacterState.Running;
		}
		else if (Time.time - trotAfterSeconds > walkTimeStart)
		{
			targetSpeed *= trotSpeed;
			_characterState = CharacterState.Trotting;
		}
		else
		{
			targetSpeed *= walkSpeed;
			_characterState = CharacterState.Walking;
		}
		
		moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
		
		// Reset walk time start when we slow down
		if (moveSpeed < walkSpeed * 0.3)
			walkTimeStart = Time.time;
	}
	// In air controls
	else
	{
		// Lock camera while in air
		if (jumping)
			lockCameraTimer = 0.0;

		if (isMoving)
			inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
	}
	

		
}


function ApplyJumping ()
{
	// Prevent jumping too fast after each other
	if (lastJumpTime + jumpRepeatTime > Time.time)
		return;

	if (IsGrounded()) {
		// Jump
		// - Only when pressing the button down
		// - With a timeout so you can press the button slightly before landing		
		if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
			verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
			SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
		}
	}
}


function ApplyGravity ()
{
	if (isControllable)	// don't move player at all if not controllable.
	{
		// Apply gravity
		var jumpButton = Input.GetButton("Jump");
		
		
		// When we reach the apex of the jump we send out a message
		if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
		{
			jumpingReachedApex = true;
			SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
		}
	
		if (IsGrounded ())
			verticalSpeed = 0.0;
		else
			verticalSpeed -= gravity * Time.deltaTime;
	}
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float)
{
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
	jumping = true;
	jumpingReachedApex = false;
	lastJumpTime = Time.time;
	lastJumpStartHeight = transform.position.y;
	lastJumpButtonTime = -10;
	
	_characterState = CharacterState.Jumping;
}

function Update() {
	
	if (!isControllable)
	{
		// kill all inputs if not controllable.
		Input.ResetInputAxes();
	}

	if (Input.GetButtonDown ("Jump"))
	{
		lastJumpButtonTime = Time.time;
	}

	UpdateSmoothedMovementDirection();
	
	// Apply gravity
	// - extra power jump modifies gravity
	// - controlledDescent mode modifies gravity
	ApplyGravity ();

	// Apply jumping logic
	ApplyJumping ();
	
	// Calculate actual motion
	var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
	movement *= Time.deltaTime;
	
	// Move the controller
	var controller : CharacterController = GetComponent(CharacterController);
	collisionFlags = controller.Move(movement);
	
	// ANIMATION sector
	if(_animation) {
		if(_characterState == CharacterState.Jumping) 
		{
			if(!jumpingReachedApex) {
				_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
				_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
				_animation.CrossFade(jumpPoseAnimation.name);
			} else {
				_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
				_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
				_animation.CrossFade(jumpPoseAnimation.name);				
			}
		} 
		else 
		{
			if(controller.velocity.sqrMagnitude < 0.1) {
				_animation.CrossFade(idleAnimation.name);
			}
			else 
			{
				if(_characterState == CharacterState.Running) {
					_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
					_animation.CrossFade(runAnimation.name);	
				}
				else if(_characterState == CharacterState.Trotting) {
					_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
					_animation.CrossFade(walkAnimation.name);	
				}
				else if(_characterState == CharacterState.Walking) {
					_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
					_animation.CrossFade(walkAnimation.name);	
				}
				
			}
		}
	}
	// ANIMATION sector
	
	// Set rotation to the move direction
	if (IsGrounded())
	{
		
		transform.rotation = Quaternion.LookRotation(moveDirection);
			
	}	
	else
	{
		var xzMove = movement;
		xzMove.y = 0;
		if (xzMove.sqrMagnitude > 0.001)
		{
			transform.rotation = Quaternion.LookRotation(xzMove);
		}
	}	
	
	// We are in jump mode but just became grounded
	if (IsGrounded())
	{
		lastGroundedTime = Time.time;
		inAirVelocity = Vector3.zero;
		if (jumping)
		{
			jumping = false;
			SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
		}
	}
}

function OnControllerColliderHit (hit : ControllerColliderHit )
{
//	Debug.DrawRay(hit.point, hit.normal);
	if (hit.moveDirection.y > 0.01) 
		return;
}

function GetSpeed () {
	return moveSpeed;
}

function IsJumping () {
	return jumping;
}

function IsGrounded () {
	return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}

function GetDirection () {
	return moveDirection;
}

function IsMovingBackwards () {
	return movingBack;
}

function GetLockCameraTimer () 
{
	return lockCameraTimer;
}

function IsMoving ()  : boolean
{
	return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
	return jumpingReachedApex;
}

function IsGroundedWithTimeout ()
{
	return lastGroundedTime + groundedTimeout > Time.time;
}

function Reset ()
{
	gameObject.tag = "Player";
}

Third Person Camera (JS Script)
Inspector> Assign:
– Comportamento di Main Camera

The Code:




var cameraTransform : Transform;
private var _target : Transform;

// The distance in the x-z plane to the target

var distance = 7.0;

// the height we want the camera to be above the target
var height = 3.0;

var angularSmoothLag = 0.3;
var angularMaxSpeed = 15.0;

var heightSmoothLag = 0.3;

var snapSmoothLag = 0.2;
var snapMaxSpeed = 720.0;

var clampHeadPositionScreenSpace = 0.75;

var lockCameraTimeout = 0.2;

private var headOffset = Vector3.zero;
private var centerOffset = Vector3.zero;

private var heightVelocity = 0.0;
private var angleVelocity = 0.0;
private var snap = false;
private var controller : ThirdPersonController;
private var targetHeight = 100000.0; 

function Awake ()
{
	if(!cameraTransform && Camera.main)
		cameraTransform = Camera.main.transform;
	if(!cameraTransform) {
		Debug.Log("Please assign a camera to the ThirdPersonCamera script.");
		enabled = false;	
	}
			
		
	_target = transform;
	if (_target)
	{
		controller = _target.GetComponent(ThirdPersonController);
	}
	
	if (controller)
	{
		var characterController : CharacterController = _target.collider;
		centerOffset = characterController.bounds.center - _target.position;
		headOffset = centerOffset;
		headOffset.y = characterController.bounds.max.y - _target.position.y;
	}
	else
		Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");

	
	Cut(_target, centerOffset);
}

function DebugDrawStuff ()
{
	Debug.DrawLine(_target.position, _target.position + headOffset);

}

function AngleDistance (a : float, b : float)
{
	a = Mathf.Repeat(a, 360);
	b = Mathf.Repeat(b, 360);
	
	return Mathf.Abs(b - a);
}

function Apply (dummyTarget : Transform, dummyCenter : Vector3)
{
	// Early out if we don't have a target
	if (!controller)
		return;
	
	var targetCenter = _target.position + centerOffset;
	var targetHead = _target.position + headOffset;

//	DebugDrawStuff();

	// Calculate the current & target rotation angles
	var originalTargetAngle = _target.eulerAngles.y;
	var currentAngle = cameraTransform.eulerAngles.y;

	// Adjust real target angle when camera is locked
	var targetAngle = originalTargetAngle; 
	
	// When pressing Fire2 (alt) the camera will snap to the target direction real quick.
	// It will stop snapping when it reaches the target
	if (Input.GetButton("Fire2"))
		snap = true;
	
	if (snap)
	{
		// We are close to the target, so we can stop snapping now!
		if (AngleDistance (currentAngle, originalTargetAngle) < 3.0)
			snap = false;
		
		currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed);
	}
	// Normal camera motion
	else
	{
		if (controller.GetLockCameraTimer () < lockCameraTimeout)
		{
			targetAngle = currentAngle;
		}

		// Lock the camera when moving backwards!
		// * It is really confusing to do 180 degree spins when turning around.
		if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ())
			targetAngle += 180;

		currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed);
	}


	// When jumping don't move camera upwards but only down!
	if (controller.IsJumping ())
	{
		// We'd be moving the camera upwards, do that only if it's really high
		var newTargetHeight = targetCenter.y + height;
		if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)
			targetHeight = targetCenter.y + height;
	}
	// When walking always update the target height
	else
	{
		targetHeight = targetCenter.y + height;
	}

	// Damp the height
	var currentHeight = cameraTransform.position.y;
	currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag);

	// Convert the angle into a rotation, by which we then reposition the camera
	var currentRotation = Quaternion.Euler (0, currentAngle, 0);
	
	// Set the position of the camera on the x-z plane to:
	// distance meters behind the target
	cameraTransform.position = targetCenter;
	cameraTransform.position += currentRotation * Vector3.back * distance;

	// Set the height of the camera
	cameraTransform.position.y = currentHeight;
	
	// Always look at the target	
	SetUpRotation(targetCenter, targetHead);
}

function LateUpdate () {
	Apply (transform, Vector3.zero);
}

function Cut (dummyTarget : Transform, dummyCenter : Vector3)
{
	var oldHeightSmooth = heightSmoothLag;
	var oldSnapMaxSpeed = snapMaxSpeed;
	var oldSnapSmooth = snapSmoothLag;
	
	snapMaxSpeed = 10000;
	snapSmoothLag = 0.001;
	heightSmoothLag = 0.001;
	
	snap = true;
	Apply (transform, Vector3.zero);
	
	heightSmoothLag = oldHeightSmooth;
	snapMaxSpeed = oldSnapMaxSpeed;
	snapSmoothLag = oldSnapSmooth;
}

function SetUpRotation (centerPos : Vector3, headPos : Vector3)
{
	// Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
	// * When jumping up and down we don't want to center the guy in screen space.
	//  This is important to give a feel for how high you jump and avoiding large camera movements.
	//   
	// * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
	//
	// So here is what we will do:
	//
	// 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
	// 2. When grounded we make him be centered
	// 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
	// 4. When landing we smoothly interpolate towards centering him on screen
	var cameraPos = cameraTransform.position;
	var offsetToCenter = centerPos - cameraPos;
	
	// Generate base rotation only around y-axis
	var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z));

	var relativeOffset = Vector3.forward * distance + Vector3.down * height;
	cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);

	// Calculate the projected center position and top position in world space
	var centerRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, 0.5, 1));
	var topRay = cameraTransform.camera.ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1));

	var centerRayPos = centerRay.GetPoint(distance);
	var topRayPos = topRay.GetPoint(distance);
	
	var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction);
	
	var heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);

	var extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);
	if (extraLookAngle < centerToTopAngle)
	{
		extraLookAngle = 0;
	}
	else
	{
		extraLookAngle = extraLookAngle - centerToTopAngle;
		cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);
	}
}

function GetCenterOffset ()
{
	return centerOffset;
}

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D Game Engine – Character Controller – 3rd Person

Unity 3D Game Engine – Character Controller – 1st Person

Unity 3D Game Engine – Character Controller – 1st Person

Character Controller is the specialized Physic Character Controller, character only please.

It is simply a capsule shaped Collider which can be told to move in some direction from a script. The Controller will then carry out the movement but be constrained by collisions. It will slide along walls, walk up stairs (if they are lower than the Step Offset) and walk on slopes within the Slope Limit.

The Controller does not react to forces on its own and it does not automatically push Rigidbodies away.

If you want to push Rigidbodies or objects with the Character Controller, you can apply forces to any object that it collides with via the OnControllerColliderHit() function through scripting.

On the other hand, if you want your player character to be affected by physics then you might be better off using a Rigidbody instead of the Character Controller.

Standard Assets – Ready to use

1. MAIN TOP MENU> Create Other> Plane, name it ‘Ground’

2. MAIN TOP MENU> Assets> Import Package> Character Controller

3. Project> Standard Assets> First Person Controller (the blue cube)> DRAG AND DROP it over the Scene Window

4. Hierarchy> First Person Controller> Inspector> Transform>
– Reset
– Position Y= 0.97 (bisogna posizionarlo in modo che il Collider ‘Character Controller’ sia sopra a ‘Ground’)

5. Play> use arrow key to move the character and the mouse to move camera

Analisys

Hierarchy>
First Person Controller
— Graphics (mani, armi, e grafica varia)
— Main Camera (camera ingame)

Il personaggio sarà in grado:
– di essere completamente animato
– di correre anche su superfici irregolari, come può essere una collina
– di essere bloccato dalla presenza di ostacoli
– di saltare degli ostacoli

Questo grazie all’interazione di Collider posizionati sugli oggetti e sul terreno.

Analizziamo il contenuto degli oggetti in scena:

Ground
– Transform
– Mesh
– Mesh Collider
– Mesh Renderer

NOTA BENE: il terreno per la collisione DEVE essere una mesh separata da quella che utilizziamo per il rendering, con meno poligoni per ottimizzare il calcolo delle collisioni. In questo caso toglieremo il componente ‘Mesh Renderer’

Character
– Transform
– Animation
– Character Controller
– Mouse look (C# Script)
– Character Motor (JS Script)
– FPSInput Controller (JS Script)

Character Controller
Ha la forma di una capsula

– Slope Limit (buon valore 45): la pendenza del terreno massima che può superare
– Step Offset (buon valore 0.3): il personaggio potrà salire i gradini di una scalinata se sono al massimo alti 0.3 unità
– Skin Width (buon valore è 10% di Radius): 2 collider si possono penetrare del valore specificato. Un valore alto riduce il jitter (tremolii)
– Min Mov Distance (raccomandato a 0): se il personaggio tenta di muoversi di una valore inferiore a quello indicato, non si muoverà. Serve per ridurre il jitter (tremolii)

– Center: il centro della capsula
– Radius: raggio della capsula
– Height (2 metri per un umano): altezza della capsula

Mouse Look (C# Script)
Gestione input del Mouse

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

Character Motor (JS Script)
Movimento del personaggio

#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
	// The maximum horizontal speed when moving
	var maxForwardSpeed : float = 10.0;
	var maxSidewaysSpeed : float = 10.0;
	var maxBackwardsSpeed : float = 10.0;
	
	// Curve for multiplying speed based on slope (negative = downwards)
	var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
	
	// How fast does the character change speeds?  Higher is faster.
	var maxGroundAcceleration : float = 30.0;
	var maxAirAcceleration : float = 20.0;

	// The gravity for the character
	var gravity : float = 10.0;
	var maxFallSpeed : float = 20.0;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// The last collision flags returned from controller.Move
	@System.NonSerialized
	var collisionFlags : CollisionFlags; 

	// We will keep track of the character's current velocity,
	@System.NonSerialized
	var velocity : Vector3;
	
	// This keeps track of our current velocity while we're not grounded
	@System.NonSerialized
	var frameVelocity : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var hitPoint : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
	None, // The jump is not affected by velocity of floor at all.
	InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
	PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
	PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
	// Can the character jump?
	var enabled : boolean = true;

	// How high do we jump when pressing jump and letting go immediately
	var baseHeight : float = 1.0;
	
	// We add extraHeight units (meters) on top when holding the button down longer while jumping
	var extraHeight : float = 4.1;
	
	// How much does the character jump out perpendicular to the surface on walkable surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var perpAmount : float = 0.0;
	
	// How much does the character jump out perpendicular to the surface on too steep surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var steepPerpAmount : float = 0.5;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// Are we jumping? (Initiated with jump button and not grounded yet)
	// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
	@System.NonSerialized
	var jumping : boolean = false;
	
	@System.NonSerialized
	var holdingJumpButton : boolean = false;

	// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
	@System.NonSerialized
	var lastStartTime : float = 0.0;
	
	@System.NonSerialized
	var lastButtonDownTime : float = -100;
	
	@System.NonSerialized
	var jumpDir : Vector3 = Vector3.up;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
	var enabled : boolean = true;
	
	var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
	
	@System.NonSerialized
	var hitPlatform : Transform;
	
	@System.NonSerialized
	var activePlatform : Transform;
	
	@System.NonSerialized
	var activeLocalPoint : Vector3;
	
	@System.NonSerialized
	var activeGlobalPoint : Vector3;
	
	@System.NonSerialized
	var activeLocalRotation : Quaternion;
	
	@System.NonSerialized
	var activeGlobalRotation : Quaternion;
	
	@System.NonSerialized
	var lastMatrix : Matrix4x4;
	
	@System.NonSerialized
	var platformVelocity : Vector3;
	
	@System.NonSerialized
	var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
	// Does the character slide on too steep surfaces?
	var enabled : boolean = true;
	
	// How fast does the character slide on steep surfaces?
	var slidingSpeed : float = 15;
	
	// How much can the player control the sliding direction?
	// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
	var sidewaysControl : float = 1.0;
	
	// How much can the player influence the sliding speed?
	// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
	var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
	controller = GetComponent (CharacterController);
	tr = transform;
}

private function UpdateFunction () {
	// We copy the actual velocity into a temporary variable that we can manipulate.
	var velocity : Vector3 = movement.velocity;
	
	// Update velocity based on input
	velocity = ApplyInputVelocityChange(velocity);
	
	// Apply gravity and jumping force
	velocity = ApplyGravityAndJumping (velocity);
	
	// Moving platform support
	var moveDistance : Vector3 = Vector3.zero;
	if (MoveWithPlatform()) {
		var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
		moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
		if (moveDistance != Vector3.zero)
			controller.Move(moveDistance);
		
		// Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
        
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
	        // Prevent rotation of the local up vector
	        tr.Rotate(0, yRotation, 0);
        }
	}
	
	// Save lastPosition for velocity calculation.
	var lastPosition : Vector3 = tr.position;
	
	// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
	var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
	
	// Find out how much we need to push towards the ground to avoid loosing grouning
	// when walking down a step or over a sharp change in slope.
	var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
	if (grounded)
		currentMovementOffset -= pushDownOffset * Vector3.up;
	
	// Reset variables that will be set by collision function
	movingPlatform.hitPlatform = null;
	groundNormal = Vector3.zero;
	
   	// Move our character!
	movement.collisionFlags = controller.Move (currentMovementOffset);
	
	movement.lastHitPoint = movement.hitPoint;
	lastGroundNormal = groundNormal;
	
	if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
		if (movingPlatform.hitPlatform != null) {
			movingPlatform.activePlatform = movingPlatform.hitPlatform;
			movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
			movingPlatform.newPlatform = true;
		}
	}
	
	// Calculate the velocity based on the current and previous position.  
	// This means our velocity will only be the amount the character actually moved as a result of collisions.
	var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
	movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
	var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
	
	// The CharacterController can be moved in unwanted directions when colliding with things.
	// We want to prevent this from influencing the recorded velocity.
	if (oldHVelocity == Vector3.zero) {
		movement.velocity = new Vector3(0, movement.velocity.y, 0);
	}
	else {
		var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
		movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
	}
	
	if (movement.velocity.y < velocity.y - 0.001) {
		if (movement.velocity.y < 0) {
			// Something is forcing the CharacterController down faster than it should.
			// Ignore this
			movement.velocity.y = velocity.y;
		}
		else {
			// The upwards movement of the CharacterController has been blocked.
			// This is treated like a ceiling collision - stop further jumping here.
			jumping.holdingJumpButton = false;
		}
	}
	
	// We were grounded but just loosed grounding
	if (grounded && !IsGroundedTest()) {
		grounded = false;
		
		// Apply inertia from platform
		if (movingPlatform.enabled &&
			(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
			movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
		) {
			movement.frameVelocity = movingPlatform.platformVelocity;
			movement.velocity += movingPlatform.platformVelocity;
		}
		
		SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
		// We pushed the character down to ensure it would stay on the ground if there was any.
		// But there wasn't so now we cancel the downwards offset to make the fall smoother.
		tr.position += pushDownOffset * Vector3.up;
	}
	// We were not grounded but just landed on something
	else if (!grounded && IsGroundedTest()) {
		grounded = true;
		jumping.jumping = false;
		SubtractNewPlatformVelocity();
		
		SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
	}
	
	// Moving platforms support
	if (MoveWithPlatform()) {
		// Use the center of the lower half sphere of the capsule as reference point.
		// This works best when the character is standing on moving tilting platforms. 
		movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
		movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
		
		// Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
	}
}

function FixedUpdate () {
	if (movingPlatform.enabled) {
		if (movingPlatform.activePlatform != null) {
			if (!movingPlatform.newPlatform) {
				var lastVelocity : Vector3 = movingPlatform.platformVelocity;
				
				movingPlatform.platformVelocity = (
					movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
					- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
				) / Time.deltaTime;
			}
			movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
			movingPlatform.newPlatform = false;
		}
		else {
			movingPlatform.platformVelocity = Vector3.zero;	
		}
	}
	
	if (useFixedUpdate)
		UpdateFunction();
}

function Update () {
	if (!useFixedUpdate)
		UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) {	
	if (!canControl)
		inputMoveDirection = Vector3.zero;
	
	// Find desired velocity
	var desiredVelocity : Vector3;
	if (grounded && TooSteep()) {
		// The direction we're sliding in
		desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
		// Find the input movement direction projected onto the sliding direction
		var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
		// Add the sliding direction, the spped control, and the sideways control vectors
		desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
		// Multiply with the sliding speed
		desiredVelocity *= sliding.slidingSpeed;
	}
	else
		desiredVelocity = GetDesiredHorizontalVelocity();
	
	if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
		desiredVelocity += movement.frameVelocity;
		desiredVelocity.y = 0;
	}
	
	if (grounded)
		desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
	else
		velocity.y = 0;
	
	// Enforce max velocity change
	var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
	var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
	if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
		velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
	}
	// If we're in the air and don't have control, don't apply any velocity change at all.
	// If we're on the ground and don't have control we do apply it - it will correspond to friction.
	if (grounded || canControl)
		velocity += velocityChangeVector;
	
	if (grounded) {
		// When going uphill, the CharacterController will automatically move up by the needed amount.
		// Not moving it upwards manually prevent risk of lifting off from the ground.
		// When going downhill, DO move down manually, as gravity is not enough on steep hills.
		velocity.y = Mathf.Min(velocity.y, 0);
	}
	
	return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
	
	if (!inputJump || !canControl) {
		jumping.holdingJumpButton = false;
		jumping.lastButtonDownTime = -100;
	}
	
	if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
		jumping.lastButtonDownTime = Time.time;
	
	if (grounded)
		velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
	else {
		velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
		
		// When jumping up we don't apply gravity for some time when the user is holding the jump button.
		// This gives more control over jump height by pressing the button longer.
		if (jumping.jumping && jumping.holdingJumpButton) {
			// Calculate the duration that the extra jump force should have effect.
			// If we're still less than that duration after the jumping time, apply the force.
			if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
				// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
				velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
			}
		}
		
		// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
		velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
	}
		
	if (grounded) {
		// Jump only if the jump button was pressed down in the last 0.2 seconds.
		// We use this check instead of checking if it's pressed down right now
		// because players will often try to jump in the exact moment when hitting the ground after a jump
		// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
		// it's confusing and it feels like the game is buggy.
		if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
			grounded = false;
			jumping.jumping = true;
			jumping.lastStartTime = Time.time;
			jumping.lastButtonDownTime = -100;
			jumping.holdingJumpButton = true;
			
			// Calculate the jumping direction
			if (TooSteep())
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
			else
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
			
			// Apply the jumping force to the velocity. Cancel any vertical velocity first.
			velocity.y = 0;
			velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
			
			// Apply inertia from platform
			if (movingPlatform.enabled &&
				(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
				movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
			) {
				movement.frameVelocity = movingPlatform.platformVelocity;
				velocity += movingPlatform.platformVelocity;
			}
			
			SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
		}
		else {
			jumping.holdingJumpButton = false;
		}
	}
	
	return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
	if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
		if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
			groundNormal = hit.normal;
		else
			groundNormal = lastGroundNormal;
		
		movingPlatform.hitPlatform = hit.collider.transform;
		movement.hitPoint = hit.point;
		movement.frameVelocity = Vector3.zero;
	}
}

private function SubtractNewPlatformVelocity () {
	// When landing, subtract the velocity of the new ground from the character's velocity
	// since movement in ground is relative to the movement of the ground.
	if (movingPlatform.enabled &&
		(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
		movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
	) {
		// If we landed on a new platform, we have to wait for two FixedUpdates
		// before we know the velocity of the platform under the character
		if (movingPlatform.newPlatform) {
			var platform : Transform = movingPlatform.activePlatform;
			yield WaitForFixedUpdate();
			yield WaitForFixedUpdate();
			if (grounded && platform == movingPlatform.activePlatform)
				yield 1;
		}
		movement.velocity -= movingPlatform.platformVelocity;
	}
}

private function MoveWithPlatform () : boolean {
	return (
		movingPlatform.enabled
		&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
		&& movingPlatform.activePlatform != null
	);
}

private function GetDesiredHorizontalVelocity () {
	// Find desired velocity
	var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
	var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
	if (grounded) {
		// Modify max speed on slopes based on slope speed multiplier curve
		var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
		maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
	}
	return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
	var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
	return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
	return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
	// Maximum acceleration on ground and in air
	if (grounded)
		return movement.maxGroundAcceleration;
	else
		return movement.maxAirAcceleration;
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function IsJumping () {
	return jumping.jumping;
}

function IsSliding () {
	return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
	return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
	return grounded;
}

function TooSteep () {
	return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
	return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
	canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
	if (desiredMovementDirection == Vector3.zero)
		return 0;
	else {
		var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
		var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
		var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
		return length;
	}
}

function SetVelocity (velocity : Vector3) {
	grounded = false;
	movement.velocity = velocity;
	movement.frameVelocity = Vector3.zero;
	SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")

FPSInput Controller (JS Script)
Gestione Movimento del personaggio

private var motor : CharacterMotor;

// Use this for initialization
function Awake () {
	motor = GetComponent(CharacterMotor);
}

// Update is called once per frame
function Update () {
	// Get the input vector from keyboard or analog stick
	var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
	
	if (directionVector != Vector3.zero) {
		// Get the length of the directon vector and then normalize it
		// Dividing by the length is cheaper than normalizing when we already have the length anyway
		var directionLength = directionVector.magnitude;
		directionVector = directionVector / directionLength;
		
		// Make sure the length is no bigger than 1
		directionLength = Mathf.Min(1, directionLength);
		
		// Make the input vector more sensitive towards the extremes and less sensitive in the middle
		// This makes it easier to control slow speeds when using analog sticks
		directionLength = directionLength * directionLength;
		
		// Multiply the normalized direction vector by the modified length
		directionVector = directionVector * directionLength;
	}
	
	// Apply the direction to the CharacterMotor
	motor.inputMoveDirection = transform.rotation * directionVector;
	motor.inputJump = Input.GetButton("Jump");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterMotor)
@script AddComponentMenu ("Character/FPS Input Controller")

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D Game Engine – Character Controller – 1st Person

Unity 3D Game Engine – Animation View

Unity 3D Game Engine – Animation View

The Animation View is the authority animation tool of Unity 3D

1. Hierarchy> select Main Camera

2. MAIN TOP MENU> Window> Animation> Top Left window> Animation Drop Down menu> [Create New Clip]> Create a ‘Animations’ folder INSIDE ‘Assets’ folder> Save ‘New Animation.anim’

3. Unity 3D authomatically creates:

a. Project window> Animations/Main Camera (animator controller)
Animations/New Animation (animation clip)

b. Inspector> Animator (component)/ Controller -> Main Camera

4. Window> Animation>

– ‘Add Curve’ button> Transform> Position> ‘+’ icon
Transform> Rotation> ‘+’ icon

– Sample: frames per second, 60 = 60 fps

5. Press ‘Record’ button (the little red circle) -> Inspector> Position, Rotation; Animator component turn to red

6. DRAG the red line over the time> Scene view, move the Main Camera using the handles, Unity3D creates the keyframe

7. Bottom Left> switch to ‘Curves Mode’> LEFT COLUMN> Main Camera: Position> Position.x> RMB over a keyframe:

– Delete a key
– Auto
– Free Smoot
– Flat
– Broken
– Left Tangent / Free / Linear / Constant
– Right Tangent / Free / Linear / Constant
– Both Tangents / Free / Linear / Constant

8. Window> Animation> Play button to see the animation

9. Project> Animations>

> New Animation clip> Inspector to edit the animation clip -> UNCHECK ‘Loop Time’ if you want the clip will run once.

> Main Camera controller> Animator window to edit transitions

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D Game Engine – Animation View

Unity 3D Game Engine – Animator Scripting

Unity 3D Game Engine – Animator Scripting

Animator class brings to life your characters!

Think about that:

1. Hierarchy> select your character> Inspector
– Transform
– Animator Component
— Animator Controller (animations scripts)
— Animator Avatar (rig informations)
– YourCharacterScript.JS

2. Open — Animator Controller> Animator Window> Animation Clips

Idle <-> Walk <-> Run <-> Jump

Parameters: Speed |float value|
Jump |trigger (checkbox – innesco)|

NOTICE: the character will jump ONLY if it is running
Il personaggio può saltare solamente se stà correndo

3. YourCharacterScript.JS


#pragma strict

var anim : Animator; // creo una variabile per richiamare la classe Animator

// conversione in Hash, Hash è un valore intero univoco che rappresenta una specifica stringa
// ottiene il parametro Jump e lo converte in Hash
var jumpHash : int = Animator.StringToHash("Jump"); 
// ottiene dal layer Base, Run e lo converte in Hash. Specifico anche il Layer di appartenenza perchè potrebbe esistere su un'altro layer una clip di animazione Run
var runStateHash : int = Animator.StringToHash("Base Layer.Run"); 


function Start () 
{
    anim = GetComponent("Animator"); // ottiene Animator Controller attaccato all'oggetto
}


function Update () 
{
    var move : float = Input.GetAxis ("Vertical"); // rileva i dati di input utente, questo valore va da -1 a 1
    anim.SetFloat("Speed", move); // il valore rilevato da Input.GetAxis viene assegnato a Speed di Animator Controller
                                  // con l'aumentare di speed lo stato passerà da Statico a Camminata a Corsa

    // ottiene le info di stato dal layer di base, indicizzato 0 zero, capisce quale clip di animazione è attivo
    var stateInfo : AnimatorStateInfo = anim.GetCurrentAnimatorStateInfo(0); 
    
    // se viene premuto il tasto barra spazio AND lo stato corrente è la corsa...
    if(Input.GetKeyDown(KeyCode.Space) && stateInfo.nameHash == runStateHash)
    {
        // ... viene avviata l'animazione del salto
        // il personaggio potrà saltare solo se stà già correndo
        anim.SetTrigger (jumpHash);
    }
}

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D Game Engine – Animator Scripting