SuperCharacterController v 2.0.0 Unity package, by Erik Ross.
Package is free to use, modify and redistribute, although linking to the original blog where I documented it: http://roystanross.wordpress.com/
would be nice :) Especially since it goes over the creation process.
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Used to make use of RPGMesh and RPGTriangleTree scripts from the RPGController package written by Unity forums user fholm. (Deprecated in favor of a BSPTree)
His profile can be viewed here: http://forum.unity3d.com/members/59346-fholm
And his package accessed via his GitHub here: https://github.com/fholm/unityassets
SuperStateMachine is a modification of the Finite State Machine built in a tutorial offered by Unity Gems: http://unitygems.com/
The tutorial can be accessed here: http://unitygems.com/fsm1/
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This is an ongoing project and will be improved in the future, hopefully with better documentation too.
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CHANGELOG
VERSION LOG NOTES CONTRIBUTOR
2.0.0: - Iterative grounding solver added. Erik Ross (Iron-Warrior)
- Grounding data restructured for more intuitive use
- Collision response is now recursive to ensure
controller is not colliding with objects at the end of frame
- RPGMesh deprecated in favour of a BSPTree
- CapsuleCollider primitive collider is now supported Moodie
1.1.0: - Recursive grounding method added
- Support for moving platforms added
- Cleaned up SuperCollisionType
1.0.2: - Debug OnGUI tools placed in separate script to avoid iivo_k
resource hog of empty OnGUI method
- The RPG classes now use Lists in a few places instead of
HashSets, since with the current Mono version in Unity using a
collection iterator allocates memory but a for loop does not
- SuperCharacterCollider creates a List<SuperCollisions> on init
and clears it in the Pushback method instead of creating a new
List
- Some inner classes to structs, so they reside in the stack and
don't allocate heap memory
1.0.1: Fixed issue where ignoring colliders didn<64>t properly work Erik Ross (Iron-Warrior)
1.0.0: Release Erik Ross (Iron-Warrior)