Why my asset is the best choice

Unmatched

With a rating of 5 stars, this asset leaves its competition behind. It is greatly inspired by famous RPG camera and character controls

Quality code

Efficient, maintainable and easy to use. Programmed by a studied professional with great love for detail

Fast support

Need help? Customers appreciate my fast and helping support. Contact me using the form below!

About

Features

Getting Started

Manual

Features list

General

  • Choose between using Unity’s new Input System (recommended) or the legacy Input Manager
  • Works with keyboard/mouse, gamepad and other input devices
  • Focus on absolutely efficient code and commented code
  • Fast developer support

Character Controller

  • Choose from 2 RPG controller flavors:
    • MMO (e.g. World of Warcraft) or
    • Third Person (e.g. Zelda BotW or The Witcher)
  • Large set of different motions: running, walking, crouching, sprinting, strafing – all with adjustable movement speed values or multipliers
  • Swimming and diving mechanics
  • Ledge and Free Climbing mechanics
  • Set jump height and applied gravity
  • Allow an arbitrary number of midair jumps
  • Reward perfect midair jumps at their peak
  • Allow an arbitrary number of moves and their speed in midair – never, always or only after a standing jump
  • Toggle intelligent autorunning which can be turned on while running and turned off again on manual input
  • Turn on/off if the character should move and rotate with the object it is standing on
  • Also enable/disable if those objects affect jumping, i.e. always landing on the same point after a standing jump
  • Sliding mechanics with adjustable angle when the character should start to slide
  • Flying mechanic
  • Adjustable tolerance of grounded checks, e.g. for running over debris
  • Falling threshold
  • Mecanim animator controller for every implemented action …and more

Camera

  • Arbitrarily smooth orbit camera
  • Seamlessly transition between third- and first-person view
  • Intelligent occlusion handling
    • Choose out of two shapes of view frustums: pyramid or cuboid
    • Decide which layers cause immediate zoom in
    • If there is no occlusion anymore, the camera automatically zooms out to the previous distance
    • Tag objects which should fade out instead of causing a zoom in
    • Set the fade out and fade in alpha as well as the fading duration
    • Enable/disable character fading and set the starting and ending distance as well as the maximum fade out alpha value
  • Support of internal and external camera pivots, i.e. within the character collider or not
  • Intelligent pivot that moves away from obstacles which the player could see through if zooming in enough (internal pivot only)
  • Cursor hiding – never, always or only when orbiting
  • Dedicated cursor behavior while orbiting – move, lock in center or stay
  • Possibility to align the character with the camera’s view direction – always or only when pressing the dedicated alignment input
  • Possibility to control when the camera should rotate together with the character – never, always or only when a dedicated input is not pressed
  • Turn on/off automatic alignment with the character when it is moving (with support for walking backwards)
  • Following behaviors “Strict” and “Lazy”
  • Movable camera pivot
  • Camera look up if it lies on objects that have a dedicated tag assigned
  • Lock a rotation axis or set a maximum angle
  • Axis input inversion
  • Minimum and maximum distance individually adjustable
  • Camera shaking effect
  • Fast first person zoom and maximum distance zoom at the touch of a button
  • UI interface for pausing input processing
  • Easily change the used skybox
  • Easily extendable visual underwater effects …and more

What reviewers say

- Quotes taken from my Asset Store product page -

chaymber

There can be only one...

"I'm pretty sure there can be more than one, but this one will define the standard for the rest. It is, in my opinion, the only controller anybody will need for any Third Person game."

Joewater

Perfect for any RPG Game

"I came across this controller & camera which has more to offer in terms of customizing the way you want it to behave than any other controller on the asset store."

Grinspoon

Simply amazing and so cheap

"I am going to be really clear, just watch the "setup" video and it is simple as that, it just works immediatly. [...] In no time I converted the code given to work in multiplayer online and it all works."

mmarsyada

Thank you John Stairs

"In my opinion it offers everything you would expect an MMO/RPG camera and controller needs to feel 100% professional. [...] If your looking for a camera/controller solution for your project, hit the buy button."

Desoro

Worth every penny

"I did a lot of research and trial and error missions before landing on this gem. It is an excellent camera AND controller. "

Ohakuma

wow style nailed it

"awsome"

Frequently Asked Questions

Feel free to use the contact form below if you don't find the answer to your question. Please don't use reviews in Unity's Asset Store to ask me questions as I don't look into them often.

Why does swimming not work?

For leveraging the swimming feature of the RPGMotor, three things have to be considered: You need a water game object which has the “Water” script/component assigned This water game object must have a box collider Read more…

Why do I get so many errors?

The reason could be a wrong setup. Please set up everything according to the manual. Use the demo scene to verify that everything is set up correctly.

- Contact -

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