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@zephjc
Created May 24, 2013 05:58
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Fixed C# replacements of CharacterMotor.js and FPSInputController.js via http://forum.unity3d.com/threads/93527-FPSInputController-and-CharacterMotor-in-Csharp Changes from above link: FPSInputController: Removed "Event.laddertrigger" code which is not part of the original JS file CharacterMotor: Lets the various inner properties classes show up…
using UnityEngine;
using System.Collections;
//#pragma strict
//#pragma implicit
//#pragma downcast
// Require a character controller to be attached to the same game object
// I had to initally comment out the following RequireComponent
// line to make it compile and allow attaching to my Main Camera;
// Uncommenting afterwards worked fine.
// -- zephjc
[RequireComponent (typeof (CharacterController))]
//RequireComponent (CharacterMotor)
[AddComponentMenu("Character/Character Motor C")]
//@script AddComponentMenu ("Character/FPS Input Controller")
public class CharacterMotorC : MonoBehaviour {
[System.Serializable]
public enum MovementTransferOnJump {
None, // The jump is not affected by velocity of floor at all.
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}
[System.Serializable]
public class CharacterMotorMovingPlatform {
public bool enabled = true;
public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
[System.NonSerialized]
public Transform hitPlatform;
[System.NonSerialized]
public Transform activePlatform;
[System.NonSerialized]
public Vector3 activeLocalPoint;
[System.NonSerialized]
public Vector3 activeGlobalPoint;
[System.NonSerialized]
public Quaternion activeLocalRotation;
[System.NonSerialized]
public Quaternion activeGlobalRotation;
[System.NonSerialized]
public Matrix4x4 lastMatrix;
[System.NonSerialized]
public Vector3 platformVelocity;
[System.NonSerialized]
public bool newPlatform;
}
[System.Serializable]
public class CharacterMotorMovement {
// The maximum horizontal speed when moving
public float maxForwardSpeed = 10.0f;
public float maxSidewaysSpeed = 10.0f;
public float maxBackwardsSpeed = 10.0f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
// For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
}
// We will contain all the jumping related variables in one helper class for clarity.
[System.Serializable]
public class CharacterMotorJumping {
// Can the character jump?
public bool enabled = true;
// How high do we jump when pressing jump and letting go immediately
public float baseHeight = 1.0f;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
public float extraHeight = 4.1f;
// How much does the character jump out perpendicular to the surface on walkable surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
public float perpAmount = 0.0f;
// How much does the character jump out perpendicular to the surface on too steep surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
public float steepPerpAmount = 0.5f;
// For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// Are we jumping? (Initiated with jump button and not grounded yet)
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
[System.NonSerialized]
public bool jumping = false;
[System.NonSerialized]
public bool holdingJumpButton = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
[System.NonSerialized]
public float lastStartTime = 0.0f;
[System.NonSerialized]
public float lastButtonDownTime = -100f;
[System.NonSerialized]
public Vector3 jumpDir = Vector3.up;
}
[System.Serializable]
public class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
public bool enabled = true;
// How fast does the character slide on steep surfaces?
public float slidingSpeed = 15f;
// How much can the player control the sliding direction?
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
public float sidewaysControl = 1.0f;
// How much can the player influence the sliding speed?
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
public float speedControl = 0.4f;
}
// Does this script currently respond to input?
public bool canControl = true;
public bool useFixedUpdate = true;
// For the next variables, [System.NonSerialized] tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;
public CharacterMotorMovement movement = new CharacterMotorMovement();
public CharacterMotorJumping jumping = new CharacterMotorJumping();
public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();
public CharacterMotorSliding sliding = new CharacterMotorSliding();
[System.NonSerialized]
bool grounded = true;
[System.NonSerialized]
Vector3 groundNormal = Vector3.zero;
private Vector3 lastGroundNormal = Vector3.zero;
private Transform tr;
private CharacterController controller;
void Awake () {
controller = GetComponent <CharacterController>();
tr = transform;
}
void UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
Vector3 velocity = movement.velocity;
// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);
// Moving platform support
Vector3 moveDistance = Vector3.zero;
if (MoveWithPlatform()) {
Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);
// Support moving platform rotation as well:
Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
float yRotation = rotationDiff.eulerAngles.y;
if (yRotation != 0) {
// Prevent rotation of the local up vector
tr.Rotate(0, yRotation, 0);
}
}
// Save lastPosition for velocity calculation.
Vector3 lastPosition = tr.position;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
Vector3 currentMovementOffset = velocity * Time.deltaTime;
// Find out how much we need to push towards the ground to avoid loosing grouning
// when walking down a step or over a sharp change in slope.
float mathf1 = controller.stepOffset;
float mathf2 = new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude;
float pushDownOffset = Mathf.Max(mathf1, mathf2);
if (grounded)
currentMovementOffset -= pushDownOffset * Vector3.up;
// Reset variables that will be set by collision function
movingPlatform.hitPlatform = null;
groundNormal = Vector3.zero;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
}
}
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);
// The CharacterController can be moved in unwanted directions when colliding with things.
// We want to prevent this from influencing the recorded velocity.
if (oldHVelocity == Vector3.zero) {
movement.velocity = new Vector3(0, movement.velocity.y, 0);
}
else {
float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
}
if (movement.velocity.y < velocity.y - 0.001) {
if (movement.velocity.y < 0) {
// Something is forcing the CharacterController down faster than it should.
// Ignore this
movement.velocity.y = velocity.y;
}
else {
// The upwards movement of the CharacterController has been blocked.
// This is treated like a ceiling collision - stop further jumping here.
jumping.holdingJumpButton = false;
}
}
// We were grounded but just loosed grounding
if (grounded && !IsGroundedTest()) {
grounded = false;
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)) {
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
}
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
// We pushed the character down to ensure it would stay on the ground if there was any.
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
tr.position += pushDownOffset * Vector3.up;
}
// We were not grounded but just landed on something
else if (!grounded && IsGroundedTest()) {
grounded = true;
jumping.jumping = false;
SubtractNewPlatformVelocity();
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
}
// Moving platforms support
if (MoveWithPlatform()) {
// Use the center of the lower half sphere of the capsule as reference point.
// This works best when the character is standing on moving tilting platforms.
//movingPlatform.activeGlobalPoint = tr.position +
//float thisstuff = (float)(controller.center.y - controller.height*0.5 + controller.radius);
//Vector3 testthis = Vector3.up * thisstuff;
//movingPlatform.activeGlobalPoint *= (controller.center.y - controller.height*0.5 + controller.radius);
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
// Support moving platform rotation as well:
movingPlatform.activeGlobalRotation = tr.rotation;
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
}
}
void FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
//Vector3 lastVelocity = movingPlatform.platformVelocity;
movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
}
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
}
else {
movingPlatform.platformVelocity = Vector3.zero;
}
}
if (useFixedUpdate)
UpdateFunction();
}
void Update () {
if (!useFixedUpdate)
UpdateFunction();
}
private Vector3 ApplyInputVelocityChange (Vector3 velocity) {
if (!canControl)
inputMoveDirection = Vector3.zero;
// Find desired velocity
Vector3 desiredVelocity;
if (grounded && TooSteep()) {
// The direction we're sliding in
desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
Vector3 projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
// Add the sliding direction, the spped control, and the sideways control vectors
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
// Multiply with the sliding speed
desiredVelocity *= sliding.slidingSpeed;
}
else
desiredVelocity = GetDesiredHorizontalVelocity();
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
}
if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
else
velocity.y = 0;
// Enforce max velocity change
float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
Vector3 velocityChangeVector = (desiredVelocity - velocity);
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
}
// If we're in the air and don't have control, don't apply any velocity change at all.
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
if (grounded || canControl)
velocity += velocityChangeVector;
if (grounded) {
// When going uphill, the CharacterController will automatically move up by the needed amount.
// Not moving it upwards manually prevent risk of lifting off from the ground.
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
velocity.y = Mathf.Min(velocity.y, 0);
}
return velocity;
}
private Vector3 ApplyGravityAndJumping (Vector3 velocity) {
if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
}
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;
if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
// When jumping up we don't apply gravity for some time when the user is holding the jump button.
// This gives more control over jump height by pressing the button longer.
if (jumping.jumping && jumping.holdingJumpButton) {
// Calculate the duration that the extra jump force should have effect.
// If we're still less than that duration after the jumping time, apply the force.
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
}
}
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
}
if (grounded) {
// Jump only if the jump button was pressed down in the last 0.2 seconds.
// We use this check instead of checking if it's pressed down right now
// because players will often try to jump in the exact moment when hitting the ground after a jump
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
// it's confusing and it feels like the game is buggy.
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
grounded = false;
jumping.jumping = true;
jumping.lastStartTime = Time.time;
jumping.lastButtonDownTime = -100;
jumping.holdingJumpButton = true;
// Calculate the jumping direction
if (TooSteep())
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
else
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)) {
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
}
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
}
else {
jumping.holdingJumpButton = false;
}
}
return velocity;
}
void OnControllerColliderHit (ControllerColliderHit hit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
else
groundNormal = lastGroundNormal;
movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
}
}
private IEnumerator SubtractNewPlatformVelocity () {
// When landing, subtract the velocity of the new ground from the character's velocity
// since movement in ground is relative to the movement of the ground.
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)) {
// If we landed on a new platform, we have to wait for two FixedUpdates
// before we know the velocity of the platform under the character
if (movingPlatform.newPlatform) {
Transform platform = movingPlatform.activePlatform;
yield return new WaitForFixedUpdate();
yield return new WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield return 1;
}
movement.velocity -= movingPlatform.platformVelocity;
}
}
private bool MoveWithPlatform () {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
);
}
private Vector3 GetDesiredHorizontalVelocity () {
// Find desired velocity
Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
double maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * (float)maxSpeed);
}
private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {
Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}
private bool IsGroundedTest () {
return (groundNormal.y > 0.01);
}
float GetMaxAcceleration (bool grounded) {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
else
return movement.maxAirAcceleration;
}
float CalculateJumpVerticalSpeed (float targetJumpHeight) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}
bool IsJumping () {
return jumping.jumping;
}
bool IsSliding () {
return (grounded && sliding.enabled && TooSteep());
}
bool IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
bool IsGrounded () {
return grounded;
}
bool TooSteep () {
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}
Vector3 GetDirection () {
return inputMoveDirection;
}
void SetControllable (bool controllable) {
canControl = controllable;
}
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
double MaxSpeedInDirection (Vector3 desiredMovementDirection) {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
double zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
float dMD = (float)desiredMovementDirection.x;
float uio = (float)(desiredMovementDirection.z / zAxisEllipseMultiplier);
Vector3 temp = new Vector3(dMD, 0, uio).normalized;
float t1 = (float)temp.x; float t2 = (float)(temp.z * zAxisEllipseMultiplier);
double length = new Vector3(t1, 0, t2).magnitude * movement.maxSidewaysSpeed;
return length;
}
}
void SetVelocity (Vector3 velocity) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
}
}
using UnityEngine;
using System.Collections;
// Require a character controller to be attached to the same game object
[RequireComponent (typeof (CharacterMotorC))]
//RequireComponent (CharacterMotor)
[AddComponentMenu("Character/FPS Input Controller C")]
//@script AddComponentMenu ("Character/FPS Input Controller")
public class FPSInputControllerC : MonoBehaviour {
private CharacterMotorC cmotor;
// Use this for initialization
void Awake() {
cmotor = GetComponent<CharacterMotorC>();
}
// Update is called once per frame
void Update () {
// Get the input vector from keyboard or analog stick
Vector3 directionVector;
directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
float directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Apply the direction to the CharacterMotor
cmotor.inputMoveDirection = transform.rotation * directionVector;
cmotor.inputJump = Input.GetButton("Jump");
}
}
@mickwa
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mickwa commented Feb 19, 2015

Thank You so much. Saved me HOURS. Thank You.

@GuSoder
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GuSoder commented May 24, 2015

Just tried this out. must agree with previous comments, this is a life saver, Unity should hire you.

@baimhanifkamil
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Dear @zephjc, currently using this on unity google cardboard sdk, my movements are not relative to the camera direction, do you have any solutions for this? im pretty new with unity tho.

@RobProductions
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RobProductions commented Nov 3, 2019

I've written this comment on one of the forks, but I'll paste it again here as a warning for people that still use CharacterMotor:

I know this is like many years old, but I had a bug in my game that I tracked all the way down to this script from a while ago. Moving platforms were not working correctly when they were rotating, so I wasted about 3 hours of time digging through it. Turns out there's like 4 lines in here that are commented out which are actually NOT commented out in the original JS script. Lines 273-276. The correct line that would make this script more equivalent to CharacterMotor.js would be:

movingPlatform.activeGlobalPoint = tr.position + (Vector3.up * ((controller.center.y - (controller.height * 0.5f)) + controller.radius));

An explanation as to why not having that line causes bugs: the global point of the moving platform is never properly set every frame, it stays at zero. I don't know the specifics but obviously it won't account for rotation if the global point of our character is assumed to be 0 -- i.e. it is assumed to be at the center of the object, which is why rotating platforms move offset to the character.

Changing that line actually also fixed an issue I was having where the character would fly in random directions on odd geometry, which could've been game-breaking.

So for anyone stumbling across this, do not use script this unless you make the line correction at 273. Or just use the one here, it has the correct line: https://wiki.unity3d.com/index.php/CharacterMotor

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