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Feature matrix for RPG assets

Feature RPG Camera Lite RPG Camera RPG Cameras & Controllers
Camera
Arbitrarily smooth orbit camera
Seamlessly transition between third- and first-person view
Intelligent occlusion handling:
└ 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
Character Controller
Choose from 2 RPG controller flavors:
└ 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