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Unity · 模版
Rigonix Third Person Controller Stop wrestling with spaghetti code. Rigonix is a modular, scalable, and production-ready Third Person Character Controller designed for Unity developers who demand quality and flexibility. Whether you are building an Action-Adventure, an RPG, or a Survival game, Rigonix provides the rock-solid foundation you need. Works with Unity's all rendering and input pipelines new + legacy, and integrates with Cinemachine 3.x without requiring it. Play the WebGL Demo WINDOWS | Android DOCUMENTATION Key Features Advanced Locomotion Engine A physics-based movement system that feels responsive and grounded. Dynamic Stance System: Seamlessly transition between Standing, Crouching, and Prone. The Collider automatically resizes and repositions itself, allowing the player to physically fit under obstacles in real-time. Adaptive Movement: Smooth acceleration, deceleration, and slope handling prevents the "floating" feel common in cheaper assets. Comes With Walking, Running And Sprinting Locomotion States Dodge System: Integrated evasive maneuvers including Rolling, Sliding (under obstacles). All Kind Of Input System: Supports Both Legacy And New Input System. Comes with mobile controls and gamepad controls. Hybrid Ragdoll Physics Forget buying separate ragdoll assets. Rigonix includes a complete physics solution built-in. Ragdoll Builder: A custom Editor Window that automatically generates bone colliders and joints for any Humanoid model in one click. Active Fall System: Characters automatically transition to ragdoll physics when falling from dangerous heights. Smart Get-Up: The system detects whether the character is facing up or down and triggers the correct recovery animation smoothly. Immersive Footstep System Bring your world to life with a polymorphic surface detection system. Tri-Mode Detection: Detects surfaces via Terrain Textures, Mesh Materials, or Object Tags. Profile-Based Workflow: Create "Surface Profiles" (e.g., Grass, Wood, Concrete) and assign unique sounds and VFX particles for Walk, Run, Jump, and Land actions. Performance: Uses audio pooling to ensure zero garbage collection during gameplay. Flexible Camera System A production-ready Third Person Camera, plus full Cinemachine support if you prefer it. Two Backends, One API: Ship with the built-in Rigonix camera, or switch to Cinemachine 3.x. Gameplay code never changes — every module talks to the same camera interface either way. One-Click Conversion: Already built your game on the Rigonix camera? A single menu item converts your scene to Cinemachine, carrying over your tuned distances, offsets and FOVs. Smart Collision: SphereCast-based occlusion prevents clipping through walls and corners. Cinemachine users get its native Deoccluder instead. State-Driven Framing: Camera framing responds automatically to stance, aiming and sprinting — and add-ons can push their own states without touching camera code. Smooth Damp: Cinematic follow logic that eliminates jitter. Input Handling: Built-in support for mouse and gamepad sensitivity. Unified Interaction System A clean interface for interacting with the world. Universal Interactable: Create doors, levers, buttons, or loot chests in seconds. Auto-Navigation: The character automatically moves to the correct position and rotation before performing an interaction animation. Versatile Inputs: Supports "Press", "Hold", and "Tap" interaction types. The Rigonix Workflow We value your time. The framework is designed for speed. Character Creator Wizard: Setup a completely new character model (FBX/Prefab) with physics, camera, and inputs in under 5 seconds. Rigonix Universal Editor: A beautiful, custom-coded Inspector that organizes modules into Tabs and Cards, hiding complexity until you need it. Mobile Ready: Includes a complete touch-control UI (Virtual Joystick, Touchpad, Buttons) that works out of the box. Modules Included Locomotion Module: Walk, Run, Sprint, Jump. Supports both strafe and free movement type. Health & Stamina: Stats manager with fall damage and regen logic. Dodge Module: Roll, Slide logic. Interaction Module: UnityEvent-based triggers can interact with buttons, chests, benches,levers, and doors. Teleport Module: Blink abilities and warp points. Audio Module: Centralized sound management. Input Module: Cross-platform input wrapper which supports both new and legacy input system. Emotes System : Perform various emotes. Technical Details Render Pipeline: Built-in, URP, and HDRP compatible (Standard Shaders used for demo materials). Input System: Supports Both Legacy Input Manager And New Input Systems. Control Scheme: Keyboard Mouse, gamepad, and Mobile Input. Code Quality: Namespace-isolated, highly commented, and strictly modular C# code. Camera System: Both Built in and Cinemachine