, Unity插件 – 运动角色控制器 Kinematic Character Controller,


file size: 27.1 mb

version: 3.4.4

original Unity version: 2020.3.30 or higher

* this resource requires programming knowledge and support for implementing specific game functions may be limited *

what is Kinematic Character Controller? Kinematic Character Controller is a relatively low-level role controller solution that does not depend on any particular type of game and can be perfectly integrated with any project / architecture while minimizing friction or bloating as much as possible. Instead of using rigid body physics, it uses the “collision and sliding” algorithm to make the motion perfectly smooth, accurate and responsive. Note that its “kinematic” nature means that it is not automatically driven by forces or rigid bodies. These types of interactions must be explicitly scripted. Who is the audience for


? To use this resource kit, you need a strong knowledge of programming and 3D mathematics. This is by no means a plug-and-play solution, it requires you to write your own code for input, shots, animation, and speed / rotation processing. It is designed for users who want to write game-specific character controllers completely freely, but have a solid foundation. How to use


? You add “KinematicCharacterMotor” components to GameObject, and then create your own custom classes to implement the ICharacterController interface and assign it to the power system, providing various “callbacks” to the power system. Examples of these callbacks include: UpdateVelocity, UpdateRotation, IsColliderValidForCollisions, etc. What is included in


? This resource kit contains:-the “core” component that users will use to build their own role controllers-“sample” role controllers designed to demonstrate the functionality of the system (that is, what you saw in the WebGL demo)-functional “navigation”. This series of tutorials provide examples of how to implement common functions (for example, continuous jumping, ladder climbing, swimming, root action, etc.).

main functions and features-capsule-based collision-smooth interpolation motion-no GC allocation and several quality / performance options-handle step movement-ground alignment (does not “pop” from ramps)-properly handle common potential defects in character controllers For example, slowly shrinking corridors, corners, and concave colliders-which support pushing or standing on dynamic rigid bodies-support mobile platforms without any parent building. -support for arbitrary gravity and upward direction-support for locking physics / movement to a specific plane (for 2.5D games)-support ignoring specific collisions-designed with the network in mind. You can explicitly control the impersonation of the selected role, allowing you to use this resource bundle in the authoritative server architecture and re-simulate the input of