1.
Unity (C#)
a) Importing the Character
1. Import the Model: Drag and drop your character's model (FBX, OBJ,
etc.) into the Assets folder in Unity.
2. Import Animations: If the model comes with animations, Unity will
automatically import them if the model is in FBX format. Make sure the
"Animation" tab in the import settings is configured correctly.
3. Set Up Materials/Textures: If needed, assign materials and textures
to the model.
b) Adding the Character Controller
1. Create a Player Controller Script: You'll need a script to control the
character. Create a new C# script, for example, PlayerController.cs.
Example PlayerController.cs for basic movement:
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using UnityEngine;
public class PlayerController : MonoBehaviour
public float moveSpeed = 5f;
public float turnSpeed = 700f;
void Update()
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 direction = new Vector3(horizontal, 0, vertical).normalized;
if (direction.magnitude >= 0.1f)
{
transform.Translate(direction * moveSpeed * Time.deltaTime,
Space.World);
2. Add a Character Controller Component:
o Select the imported character in the scene.
o In the Inspector, click on Add Component and add a
CharacterController component. This component will handle
collisions and movement.
3. Assign the Script:
o Drag and drop the PlayerController script onto your character in
the scene.
o Set up the controller settings as needed.
4. Link the Camera:
o You might want to follow the player with the camera. You can
attach a camera and set it to follow the player either via script or
using a tool like Cinemachine for smooth camera control.
c) Assign the Controller (AI or Player):
For AI, you may use NavMeshAgent to control pathfinding and
movement.
For player input, you can just rely on the script as shown above.
2. Unreal Engine (Blueprints or C++)
a) Importing the Character
1. Import the Model: Go to the Content Browser, click Import, and
select your character model (usually in FBX format).
2. Import Animations: If your character has animations, you can import
them in a similar manner and associate them with the character.
b) Setting Up the Character
1. Create a Character Blueprint:
o Right-click in the Content Browser, then choose Blueprint Class.
o Select Character as the parent class. This automatically includes
a CharacterMovementComponent that provides functionality like
walking, jumping, etc.
o Open the Blueprint and go to the Viewport to add the character's
mesh.
o Assign your character's skeletal mesh to the Mesh component in
the Blueprint.
2. Create a Player Controller Blueprint:
o You can create a custom Player Controller to handle input and
interactions.
o Right-click and create a Blueprint Class, choosing
PlayerController as the parent class.
3. Set Up Input Mapping:
o Go to Edit > Project Settings > Input.
o Define actions and axes for movement (e.g., MoveForward,
MoveRight, Jump).
4. Add Movement Logic (inside PlayerController or Character
Blueprint):
o Set up movement using the input actions (e.g., use Add
Movement Input node for WASD movement).
5. Assign the Controller:
o Open the World Settings and set your PlayerController as the
default.
o For a player character, set the Auto Possess Player setting in the
Character Blueprint to Player 0 (or whichever player number is
relevant).
A character controller in video games refers to the system or component
that handles the movement and interactions of a player-controlled character
in a 3D or 2D environment. It often includes handling input (like keyboard,
mouse, or gamepad), moving the character within the game world, and
interacting with the environment (collisions, physics, etc.).
Types of Character Controllers:
1. Kinematic Character Controller: This controller handles the
movement and interaction of the character manually, without relying
on the physics engine for movement. It's typically used for characters
with precise movements or behaviors, often found in platformers or
first-person games.
2. Physics-based Character Controller: This controller works in
tandem with the physics engine, allowing the character to be affected
by gravity, forces, and collisions in a more natural way. It's used in
games that require realistic or semi-realistic interactions, like RPGs or
action-adventure games.
Key Components of a Character Controller:
1. Movement: Handles translating player input into character
movement, often involving:
o Walking, running, jumping, crouching, and other forms of motion.
o Animation blending (running, idle, walking).
o Gravity and fall mechanics.
2. Collision Detection: Ensures that the character doesn't pass through
walls or other objects in the game world.
o Often uses colliders (boxes, spheres, capsules) for hit detection
and preventing overlaps.
o Requires fine-tuned physics and collision response for smooth
gameplay.
3. Input Handling: Maps user input (e.g., keyboard keys, controller
buttons) to actions like movement, attacking, or jumping.
o Input systems often distinguish between movement (e.g., WASD
or thumbstick) and actions (e.g., mouse button, controller
triggers).
4. Camera System: Although not part of the controller itself, a camera
system is often tied closely to the character controller for player
viewpoint. For example, third-person games typically allow the camera
to follow the character, while first-person games require the camera to
align with the character's perspective.
5. Animation System: Ensures that the character’s movement is synced
with animations, such as walking, running, and jumping. This could
involve:
o Animation blending (smoothly transitioning between animations
like idle and walking).
o Procedural animations (e.g., using inverse kinematics for foot
placement).
Common Character Controller Implementations:
1. Unity's CharacterController Component:
Unity provides a built-in CharacterController component that handles
basic movement and collision detection. It’s typically used in third-
person or first-person games.
It allows for basic functionality like walking, jumping, and slopes, but
leaves room for customization, such as adding advanced features like
climbing, swimming, or interacting with objects.
Example:
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using UnityEngine;
public class PlayerController : MonoBehaviour
public float moveSpeed = 5f;
public float jumpHeight = 2f;
private CharacterController controller;
void Start()
{
controller = GetComponent<CharacterController>();
void Update()
MovePlayer();
void MovePlayer()
float moveX = Input.GetAxis("Horizontal");
float moveZ = Input.GetAxis("Vertical");
Vector3 move = transform.right * moveX + transform.forward * moveZ;
if (controller.isGrounded)
float ySpeed = 0f;
if (Input.GetButtonDown("Jump"))
ySpeed = Mathf.Sqrt(jumpHeight * -2f * Physics.gravity.y);
move.y = ySpeed;
controller.Move(move * moveSpeed * Time.deltaTime);
}
An unlimited character controller is not a standard term in game
development, but it could be interpreted in different ways depending on
context. Below are some possible interpretations and solutions for what an
"unlimited character controller" might mean:
1. Unlimited Movement (No Constraints)
If by "unlimited" you mean that the character is not bound by traditional
constraints such as gravity, boundaries, or maximum speed, then you would
essentially be designing a system where the character has free movement
across the game world, possibly without physical limitations.
Examples:
No gravity: The character might be able to move in any direction
without being pulled down.
No boundaries: The character could move beyond typical world
boundaries, such as walking off the map.
Infinite speed: The character might not have a maximum movement
speed, allowing them to move as fast as possible.
Example: Unity Controller with Unlimited Movement
Here’s a basic Unity example that removes gravity and allows for free
movement in 3D space:
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using UnityEngine;
public class UnlimitedController : MonoBehaviour
public float moveSpeed = 10f;
public float rotateSpeed = 100f;
void Update()
// Get input from the player
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
float lift = 0f;
if (Input.GetKey(KeyCode.Space)) lift = 1f; // Move up
if (Input.GetKey(KeyCode.LeftControl)) lift = -1f; // Move down
// Calculate movement direction
Vector3 moveDirection = new Vector3(horizontal, lift,
vertical).normalized;
// Apply movement
transform.Translate(moveDirection * moveSpeed * Time.deltaTime);
// Rotate character with mouse input (looking around)
float horizontalRotation = Input.GetAxis("Mouse X") * rotateSpeed *
Time.deltaTime;
float verticalRotation = -Input.GetAxis("Mouse Y") * rotateSpeed *
Time.deltaTime;
transform.Rotate(0f, horizontalRotation, 0f); // Rotate character around
Y-axis
Camera.main.transform.Rotate(verticalRotation, 0f, 0f); // Rotate
camera up/down
}
}
In this case:
No gravity is applied to the character.
The character can move freely in 3D space, including up and down
(using Space and Left Control for upward and downward movement,
respectively).
The movement is "unlimited" in the sense that there are no constraints
on direction or speed.
2. Unlimited Abilities (Multiple Skills or Actions)
Another interpretation of an "unlimited controller" could be a system that
allows the character to perform an unlimited number of actions or abilities
(like attacks, spells, or other interactions). For example, a controller that lets
the player use unlimited skills or spells without cooldowns or limits.
Example: Unity Controller with Unlimited Abilities
Here’s a basic example where the character can cast a spell (or ability) as
many times as they want:
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using UnityEngine;
public class UnlimitedAbilities : MonoBehaviour
public GameObject spellPrefab;
public Transform spellSpawnPoint;
void Update()
if (Input.GetKeyDown(KeyCode.F)) // Cast spell on F key press
{
CastSpell();
void CastSpell()
// Instantiate spell at spawn point
Instantiate(spellPrefab, spellSpawnPoint.position,
spellSpawnPoint.rotation);
This script allows the player to cast as many spells as they want by pressing
the F key without any cooldown or resource cost. The spell is instantiated
every time the player presses the key, creating an "unlimited" ability use
scenario.
3. Unlimited Input Sources (Multiple Controllers)
If by "unlimited controller" you mean the ability to accept input from multiple
sources (e.g., multiple gamepads, keyboards, or other input devices), then
you would design a system that can handle input from a potentially unlimited
number of controllers at once.
In this case, you might need to handle input from various devices, such as:
Multiple players on a local multiplayer system
Inputs from both keyboard and gamepads simultaneously
Mapping multiple devices to a single player (e.g., touch input +
controller)
Example: Unity Input System for Multiple Players
Unity’s Input System package allows you to easily manage input from
multiple devices. Here's a very basic example of how you could set up
multiple player controls with the new Input System:
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using UnityEngine;
using UnityEngine.InputSystem;
public class MultiPlayerController : MonoBehaviour
private PlayerInput playerInput;
private Vector2 movementInput;
void Awake()
playerInput = GetComponent<PlayerInput>();
void Update()
// Get movement input from the current player
movementInput = playerInput.actions["Move"].ReadValue<Vector2>();
// Handle movement here based on the input
Vector3 move = new Vector3(movementInput.x, 0, movementInput.y);
transform.Translate(move * Time.deltaTime * 5f);
}
}
With the Unity Input System, you can handle multiple players and devices
by configuring action maps and bindings that allow each player to use
different input devices. For instance:
Player 1 could use the keyboard.
Player 2 could use a gamepad.
You can even add touch input or motion controllers for additional
interaction, allowing the game to scale for different devices.
4. Unlimited Resources (No Limits on Health, Ammo, etc.)
Another variant of "unlimited" could refer to unlimited resources such as
health, ammo, or energy in a character controller. In this case, you might
design a system where the character can perform actions (like shooting,
using abilities, or taking damage) without running out of resources or being
affected by limits (e.g., health doesn’t decrease, ammo doesn’t run out).
Example: Unity Character with Unlimited Health and Ammo
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using UnityEngine;
public class UnlimitedResources : MonoBehaviour
public float health = 100f;
public int ammo = 100;
void Update()
// Example: Player takes damage, but health never decreases
if (Input.GetKeyDown(KeyCode.H))
{
TakeDamage(10);
// Example: Player shoots, but ammo never decreases
if (Input.GetKeyDown(KeyCode.Mouse0)) // Left mouse click
Shoot();
void TakeDamage(float amount)
// Health doesn't actually decrease
health = Mathf.Max(health, health - amount); // No negative health
void Shoot()
// Ammo doesn't decrease
Debug.Log("Shooting... (Unlimited Ammo)");
Keyboard controller
In Unity, a keyboard controller typically refers to a script or system that
handles user input from a physical keyboard to control various elements of a
game or application, such as player movement, camera control, or triggering
actions. This can be achieved using Unity's Input system (old or new), and
often involves writing scripts in C# to interpret key presses or key releases.
Here’s a general guide on how to set up a keyboard controller in Unity:
1. Basic Keyboard Input with Unity's Input System (Legacy)
In the legacy Input system, you can use the Input.GetKeyDown(),
Input.GetKey(), and Input.GetKeyUp() methods to detect key presses and
control game elements.
Example: Simple Player Movement
This script allows a player object to move based on keyboard input.
using UnityEngine;
public class PlayerController : MonoBehaviour
public float moveSpeed = 5f;
void Update()
float horizontal = Input.GetAxis("Horizontal"); // A/D or Arrow keys
float vertical = Input.GetAxis("Vertical"); // W/S or Arrow keys
Vector3 movement = new Vector3(horizontal, 0f, vertical);
transform.Translate(movement * moveSpeed * Time.deltaTime);
Explanation:
Input.GetAxis("Horizontal"): Returns a value between -1 and 1 based
on the arrow keys or WASD keys (left-right).
Input.GetAxis("Vertical"): Similar for up-down movement with W/S or
arrow keys.
transform.Translate(): Moves the object based on the input.
This is a simple script where the player moves in 3D space, but it can be
adjusted for 2D or other purposes as well.
2. Using Unity's New Input System (Recommended)
Unity introduced a new Input System package, which provides more flexible
and powerful ways to handle input from various devices, including
keyboards, mice, gamepads, etc. You can enable this system through
Window > Package Manager and installing the "Input System" package.
Example: Player Movement Using New Input System
First, make sure the Input System package is installed and set it as the active
input handling method:
Edit > Project Settings > Player > Other Settings > "Active Input
Handling" set to Both or Input System Package (New).
Now, use the new Input System for reading keyboard input.
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
public float moveSpeed = 5f;
private Vector2 movementInput;
// This method is called when the player presses the movement keys
public void OnMove(InputAction.CallbackContext context)
{
movementInput = context.ReadValue<Vector2>();
void Update()
Vector3 movement = new Vector3(movementInput.x, 0f,
movementInput.y);
transform.Translate(movement * moveSpeed * Time.deltaTime);
Explanation:
InputAction: The OnMove method is connected to an InputAction
(configured in the Input Actions Asset), which handles the movement
input from the keyboard.
Vector2: The movement input is stored as a 2D vector, where x
corresponds to horizontal movement and y to vertical movement.
To complete the setup:
1. Go to Edit > Project Settings > Input System Package and set up
an Input Actions asset (you can create one in the Assets folder).
2. Add a "Move" action to this asset that binds to the WASD or arrow
keys, and link it to the OnMove function in your script.
3. Handling Keyboard Input for Specific Actions
You can also map keys to specific actions, such as jumping, shooting, or
interacting with objects.
Example: Jumping with Spacebar (Legacy Input System)
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using UnityEngine;
public class PlayerJump : MonoBehaviour
public float jumpForce = 10f;
private Rigidbody rb;
void Start()
rb = GetComponent<Rigidbody>();
void Update()
if (Input.GetKeyDown(KeyCode.Space)) // Detects when the spacebar is
pressed
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
This script applies an upward force (simulating a jump) when the spacebar is
pressed.
4. Handling Multiple Keys (Complex Input)
If you want to handle complex input, such as multiple keys pressed at once
(e.g., moving diagonally with WASD), you can check for specific key
combinations.
Example: Multiple Key Input (Legacy)
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using UnityEngine;
public class PlayerDiagonalMovement : MonoBehaviour
public float moveSpeed = 5f;
void Update()
float horizontal = 0f;
float vertical = 0f;
if (Input.GetKey(KeyCode.W)) vertical += 1;
if (Input.GetKey(KeyCode.S)) vertical -= 1;
if (Input.GetKey(KeyCode.A)) horizontal -= 1;
if (Input.GetKey(KeyCode.D)) horizontal += 1;
Vector3 movement = new Vector3(horizontal, 0f, vertical);
transform.Translate(movement * moveSpeed * Time.deltaTime);
This script checks for each individual key and allows diagonal movement if
two keys are pressed at once (e.g., W and D for moving up-right).