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Third Person Controller for Unity

License: MIT License

C# 64.33% ShaderLab 35.67%
unity3d character controller third-person

naughtycharacter's Issues

Character velocity bug, when no joystick controller is plugged in (In slow-motion only)

When in slow-motion sometimes the character's horizontal velocity goes to 0.0 for a single frame and a transition to Idle state starts. This creates an effect as if the character is faltering for a sec. When I plug in a controller before I start Unity the bug fixes. Then when I unplug the controller while the Unity Editor is running, the bug is still fixed.

  • I've created a workaround, so that the "HorizontalSpeed" property of the character does not return the magnitude of the horizontal velocity of the character, but instead returns the calculated "currentHorizontalSpeed".

Edit: I found out what the problem is. The CharacterController component internally stores the last two positions of the character and the time that was needed for the character to move from the first position to the second position. This information is enough so that the velocity of the character can be calculated. In slow motion however, these two positions sometimes are equal, because the character is moving really slowly. This way the calculated velocity results in 0.0, and the Idle animation of the character start to play for a single frame. However I don't know why this bug is present only when no joystick controller is plugged in.

Vector math problem

I want to say thanks for DrawGizmoSphere function in SpringArm.cs. I am using it in external resources for drawing wire sphere, since there is no quaternions there, I just swapped y and z coords inside GetSphericalPoint function and it works great.
I want to draw a circle shape around given normal, by default my points are in XZ plane and I want to achive flexible way to position it (same as https://docs.unity3d.com/ScriptReference/Handles.DrawWireDisc.html)

// here is my unity code but same calculations applied in javascript
Vector3[] positions = new Vector3[Count];
float stepSize = 360f / Count;
for (int i = 0; i < positions.Length; i++)
{
    float angle = i * stepSize * Mathf.Deg2Rad;
    positions[i].x = Mathf.Sin(angle) * Radius;
    positions[i].z = Mathf.Cos(angle) * Radius;
}

It would be great if you can help me ๐Ÿ˜„

Here is some screenshots (manually changed coords)

Normal - Vector3.up
vector normal up

Normal - Vector3.forward
vector normal forward

Normal - Vector3.right
vector normal right

Thanks

You are my hero, tks for the open source work. I will try to include your code into my project

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