• Character Controller: A physics-based & root motion controller, with features to make the player more dynamic and feel alive, with advanced use of IK for feet, legs, upper body, hands and head track. Include many settings, as number of jumps, look in camera direction, ragdoll transitio...
VoxHands - Humanoid Finger Controller Plugin for Unity. Atlas Unity - This plugin provides tasks to run unity batchmode commands in gradle. It runs and reports unity unit-tests and is able to export .unitypackage files. Unity Shell - Write and execute code in an intuitive "shell" with auto...
The above builds upon a new class named RichPath, it holds a funnel corridor. The great thing about holding a funnel corridor is that the agent can wander off slightly without causing much trouble, previously this could have caused the AI to crash into a wall if it didn’t follow the pat...
Unity 2D Platformer Controller- A customizable 2D platformer motor that handles mechanics such as double jumps, wall jumps, and corner grabs. Includes a player controlled prefab that can be dropped into any scene for immediate support. 2D-Platformer-Hunter- A 2D Platformer Controller in Unity ...
IK for slopes and stairs Hand and finger matching to sync body hands to animated weapons Animation overrides system for attaching character animations to weapons Procedural spine bend and twist when aiming Root motion based motion graph states (with blending) Demo characters provided for owners of ...
VoxHands - Humanoid Finger Controller Plugin for Unity. Atlas Unity - This plugin provides tasks to run unity batchmode commands in gradle. It runs and reports unity unit-tests and is able to export .unitypackage files. Unity Shell - Write and execute code in an intuitive "shell" with auto...
VoxHands - Humanoid Finger Controller Plugin for Unity. Atlas Unity - This plugin provides tasks to run unity batchmode commands in gradle. It runs and reports unity unit-tests and is able to export .unitypackage files. Unity Shell - Write and execute code in an intuitive "shell" with auto...
Foot IK for slopes and stairs Hand and finger matching to sync body hands to animated weapons Animation overrides system for attaching character animations to weapons Procedural spine bend and twist when aiming Root motion based motion graph states (with blending) ...