| 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 alpha and fade in/out duration |
❌ |
✅ |
✅ |
| └ Camera automatically zooms out to the desired distance if there is no occlusion anymore |
✅ |
✅ |
✅ |
| Enable/disable character fading, set the start and end distance and the maximum fade out alpha value |
❌ |
✅ |
✅ |
| Support of internal and external camera pivots, i.e. within the character collider or outside |
❌ |
✅ |
✅ |
| Evasive pivot that moves away from obstacles which the player could see through in first-person mode |
❌ |
✅ |
✅ |
| Hide cursor at position when orbiting |
✅ |
✅ |
✅ |
| Control if the camera should rotate together with the character |
✅ |
✅ |
✅ |
| Alignment with the character during movement (with support for walking backwards) |
✅ |
✅ |
✅ |
| 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 |
✅ |
✅ |
✅ |
| ...and more |
|
|
|
| Character |
|
|
|
| Choose from multiple RPG controllers: |
|
|
|
| └ MMO (e.g. World of Warcraft) |
❌ |
❌ |
✅ |
| └ ARPG/Third Person (e.g. Zelda BotW or The Witcher) |
❌ |
❌ |
✅ |
| └ Isometric (e.g. Hades) |
❌ |
❌ |
✅ |
| Large set of different motions: running, walking, crouching, sprinting, strafing - all with adjustable movement speed values or multipliers |
❌ |
❌ |
✅ |
| Swimming and diving mechanics |
❌ |
❌ |
✅ |
| Flying mechanics |
❌ |
❌ |
✅ |
| Ledge and free climbing mechanics |
❌ |
❌ |
✅ |
| Sliding mechanics with adjustable angle when the character should start to slide |
❌ |
❌ |
✅ |
| Target/combat lock mechanic |
❌ |
❌ |
✅ |
| Moving platforms (carriers) |
❌ |
❌ |
✅ |
| Enable/disable if carriers affect jumping, i.e. always landing on the same point after a standing jump |
❌ |
❌ |
✅ |
| Alignment with the camera's view direction on input |
❌ |
❌ |
✅ |
| Set jump height and applied gravity |
❌ |
❌ |
✅ |
| Allow an arbitrary number of midair jumps |
❌ |
❌ |
✅ |
| Allow midair movement |
❌ |
❌ |
✅ |
| Intelligent autorunning which can be turned on while running and turned off again on manual input (like in World of Warcraft) |
❌ |
❌ |
✅ |
| Adjustable tolerance of grounded checks, e.g. for running over debris |
❌ |
❌ |
✅ |
| Adjustable ground stickiness |
❌ |
❌ |
✅ |
| Mecanim animator controller for every implemented action |
❌ |
❌ |
✅ |
| ...and more |
|
|
|