Publisher | NoOp Army |
---|---|
File size | 413.73kB |
Number of files | 16 |
Latest version | draft |
Latest release date | 2016-09-26 05:29:24 |
First release date | 2015-03-09 09:32:33 |
Supported Unity versions | 2018.4.2 or higher |
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This scripting library allows you to do complex movement functions and create all movement related mechanics easily without using a character controller. The package supports both 2D and 3D physics and contains multiple examples.
Why use this?
Features
- Movement functions which check if you can go somewhere without collisions and if yes, move there
- Movement method which tries to move you as much as possible toward your destination until it collides with something
- Movement methods which allows you to move from a position to another over time with/without checking collisions (This is very useful with tile/grid based games which want to have smooth moves)
- Multiple examples
- complete documented source code
- API documentation
- Editor custom Inspector and gizmos for easy usage by artists
- Casting using multiple shapes: Circle, Box, Sphere and capsule based on user selection
- Uses Rigidbody, CharacterController or Transform for movement based on what you attached to the GameObject
- Almost no direct memory allocation after class instantiation
- Used in three games with different movement types
Why use this?
Features
- Movement functions which check if you can go somewhere without collisions and if yes, move there
- Movement method which tries to move you as much as possible toward your destination until it collides with something
- Movement methods which allows you to move from a position to another over time with/without checking collisions (This is very useful with tile/grid based games which want to have smooth moves)
- Multiple examples
- complete documented source code
- API documentation
- Editor custom Inspector and gizmos for easy usage by artists
- Casting using multiple shapes: Circle, Box, Sphere and capsule based on user selection
- Uses Rigidbody, CharacterController or Transform for movement based on what you attached to the GameObject
- Almost no direct memory allocation after class instantiation
- Used in three games with different movement types
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