Camera |
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|
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Arbitrarily smooth orbit camera |
✅ |
✅ |
✅ |
Seamlessly transition between third- and first-person view |
✅ |
✅ |
✅ |
Intelligent occlusion handling: |
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└ Choose out of two shapes of view frustums: pyramid or cuboid |
✅ |
✅ |
✅ |
└ Decide which objects cause immediate zoom in |
✅ |
✅ |
✅ |
└ Decide which objects should fade out instead of causing a zoom in |
❌ |
✅ |
✅ |
└ Set the fade out and fade in alpha as well as the fading duration |
❌ |
✅ |
✅ |
└ If there is no occlusion anymore, the camera automatically zooms out to the desired distance |
✅ |
✅ |
✅ |
Enable/disable character fading and set the starting and ending distance as well as the maximum fade out alpha value |
❌ |
✅ |
✅ |
Support of internal and external camera pivots, i.e. within the character collider or not |
❌ |
✅ |
✅ |
Evasive pivot that moves away from obstacles which the player could see through if zooming in enough |
❌ |
✅ |
✅ |
Cursor hiding - never, always or only when orbiting |
✅ |
✅ |
✅ |
Dedicated cursor behavior while orbiting - move, lock in center or stay |
❌ |
❌ |
✅ |
Possibility to align the character with the camera's view direction |
❌ |
❌ |
✅ |
Possibility to control when the camera should rotate together with the character |
✅ |
✅ |
✅ |
Turn on/off automatic alignment with the character when it is moving (with support for walking backwards) |
✅ |
✅ |
✅ |
Following behaviors "Strict" and "Lazy" |
❌ |
❌ |
✅ |
Movable camera pivot |
✅ |
✅ |
✅ |
Camera look up if it lies on objects that have a dedicated tag assigned |
❌ |
✅ |
✅ |
Lock a rotation axis or set a maximum angle |
✅ |
✅ |
✅ |
Axis input inversion |
✅ |
✅ |
✅ |
Minimum and maximum distance individually adjustable |
✅ |
✅ |
✅ |
Fast first person zoom and maximum distance zoom at the touch of a button |
✅ |
✅ |
✅ |
Underwater effects |
✅ |
✅ |
✅ |
Water level skip |
❌ |
✅ |
✅ |
Camera shaking effect |
✅ |
✅ |
✅ |
Unity's Input System support |
✅ |
✅ |
✅ |
Unity's legacy Input Manager support |
❌ |
❌ |
✅ |
...and more |
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Character Controller |
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Choose from 2 RPG controller flavors: |
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└ MMO (e.g. World of Warcraft) |
❌ |
❌ |
✅ |
└ ARPG/Third Person (e.g. Zelda BotW or The Witcher) |
❌ |
❌ |
✅ |
Large set of different motions: running, walking, crouching, sprinting, strafing - all with adjustable movement speed values or multipliers |
❌ |
❌ |
✅ |
Swimming and diving mechanics |
❌ |
❌ |
✅ |
Ledge and Free Climbing mechanics |
❌ |
❌ |
✅ |
Set jump height and applied gravity |
❌ |
❌ |
✅ |
Allow an arbitrary number of midair jumps |
❌ |
❌ |
✅ |
Reward perfect midair jumps at their peak |
❌ |
❌ |
✅ |
Allow an arbitrary number of moves and their speed in midair - never, always or only after a standing jump |
❌ |
❌ |
✅ |
Toggle intelligent autorunning which can be turned on while running and turned off again on manual input |
❌ |
❌ |
✅ |
Turn on/off if the character should move and rotate with the object it is standing on |
❌ |
❌ |
✅ |
Also enable/disable if those objects affect jumping, i.e. always landing on the same point after a standing jump |
❌ |
❌ |
✅ |
Sliding mechanics with adjustable angle when the character should start to slide |
❌ |
❌ |
✅ |
Flying mechanic |
❌ |
❌ |
✅ |
Adjustable tolerance of grounded checks, e.g. for running over debris |
❌ |
❌ |
✅ |
Falling threshold |
❌ |
❌ |
✅ |
Mecanim animator controller for every implemented action |
❌ |
❌ |
✅ |
Unity's Input System support |
✅ |
✅ |
✅ |
Unity's legacy Input Manager support |
❌ |
❌ |
✅ |
...and more |
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