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Feature matrix for RPG assets

Feature RPG Camera Lite RPG Camera RPG Character 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 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