Actor Controller – An advanced character controller – download Unity asset for free!
Take control of your characters with the Actor Controller!
The Actor Controller is an advanced character controller for use in any type of game and with any type of character. It’s a silky smooth replacement for Unity’s default character controller that’s built with simplicity and performance in mind.
Advanced features include:
* Walking on walls
* Moving and rotating with platforms
* Handling super-fast movement
* Limiting and sliding on slopes
* Orienting to the ground
* Moving with nav meshes
* Changing gravity
* Customizable body shapes
* Complete code (C#)
The Actor Controller is great for both player characters and NPCs . With its component based architecture, it can be used with any input solution and any AI solution.
By using a “driver” to tell the Actor Controller what to do, you can create any style game with the responsiveness you need.
Set your character up in less than a minute with the included drivers and enjoy advanced features. Or unleash the full power of the Actor Controller by creating a custom driver that fits your unique game.
Asset version: 1.105
No matter your game project or genre, it is likely that at some point you are going to need some kind of animated character to move around in your environment. This may be a character that the player controls or may be some AI-driven entity that interacts with the world in some way. Regardless, you are going to need to know how to set such characters up so that they can properly animate in your world. The purpose of this document is to give you a very high-level overview of how this is done while guiding you to dedicated documents and examples for specific details. For our purposes, we will assume that you want to create a character that is controllable by the player in some way.
Throughout this document, we will make references to various scripting operations that can be done with Blueprints. Anything that can be done in Blueprints can also be done in C++, so you should not feel restricted solely to Blueprint visual scripting. The final section of this document contains references to example content showing the setup in both C++ and in Blueprints.