The Character Controller is mainly used for third-person or first-person player control that does not make use of Rigidbody physics.PropertiesProperty:Function: Slope Limit Limits the collider to only climb slopes that are less steep (in degrees) than the indicated value. Step Offset The ...
11 斜坡(11 Slopes) 12 移动平台(12 Moving Platforms) 13 移动平台#2(13 Moving Platforms #2) 14 @控制器体积(14 Character Controller Volumes) 3 - 2摄像机控制器(3 - 2D Camera Controller) 15 摄像机控制器(15 Camera Controller) 16 背景视差(16 Background Parallax) ...
11 斜坡(11 Slopes) 12 移动平台(12 Moving Platforms) 13 移动平台#2(13 Moving Platforms #2) 14 @控制器体积(14 Character Controller Volumes) 3 - 2摄像机控制器(3 - 2D Camera Controller) 15 摄像机控制器(15 Camera Controller) 16 背景视差(16 Background Parallax) 17 颗粒(17 Particles) 4 -...
The TopDown Engine is the best Unity 2D/3D top down kit. Get it and create your own 2D or 3D game!
11 斜坡(11 Slopes) 12 移动平台(12 Moving Platforms) 13 移动平台#2(13 Moving Platforms #2) 14 @控制器体积(14 Character Controller Volumes) 3 - 2摄像机控制器(3 - 2D Camera Controller) 15 摄像机控制器(15 Camera Controller) 16 背景视差(16 Background Parallax) 17 颗粒(17 Particles) 4 -...
🏃 ADVANCED PLAYER MOVEMENT Fully Customizable 2D & 2.5D Side Scroller Movement Movement Jump Double Jump, Triple Jump, etc... Crouch Slide Wall Jump Dash ( 3 Methods ) Gliding Coyote Jump Input Buffering Stamina Steps & Stairs Support Slopes Support Grapple Hook Fast Dive Customizable Player ...
walk on slopes orient your character depending on the slope angle dangle at the edge of platforms compatible with all kinds of 2D colliders (box, circles, polygons, etc...) run auto walk/run/walljump ala Super Mario Run look up
Cowsins (9) (344) $12.49 $24.99 -50% Taxes/VAT calculated at checkout 387viewsin the past week License type: Single Entity Single Entity Recommended for individuals and small businesses. Multi Entity Recommended for large enterprises working across multiple locations. ...
2D for everything This is a great update for all of you that are working on 2D games or have been thinking of making one. Many of the internal systems have been reworked or rewritten to be able to handle 2D worlds or even better, worlds with any rotation. ...
_charController.Move(movement); } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 可以通过RequireComponent和AddComponentMenu声明来标注component依赖关系,使得component之间能够相互调用。 子弹的轨迹是由2D坐标屏幕的camera位置射向3D坐标世界的某个点(沿视椎体方向)。