This project is old! I was new to game development and programming when creating this. Some fundamentals may be a little off (for example, I have multiple characterController.Move() calls in a single frame). The logic is definitely not mathmatically correct either; I was mostly going for game "feel" at the time.
With this knowledge, clone, fork, do whatever you like! :)
The goal of this controller was to mimic how Valves character controller feels in TF2.
Notable features:
- Can be affected by enviromental forces (Explosions, JumpPads, etc.) with PlayerForce
- Pick up small rigid bodies (Similar to Half-life and Portal)
- Move up and down triggers tagged as Ladder
- Smooth crouching
- Sliding down steep terrain
- Can walk up and any terrain smoothly
- Can jump in air to a desired limit (1 by default)
- Can swim in triggers tagged as Water, will drift slowly down if no input detected (disabled by default)
Create a camera shake/ recoil system Add networking support