Getting Started
Last updated
Last updated
This document describes the steps for creating and controlling a character.
Right-click on the hierarchy window to open the creation dialog and select the Character option from the ECM2 category.
It will create an empty character (no visual representation) named Character.
Make sure its origin is set to (0, 0, 0) as this will save you troubles when parenting your model.
Parent your model to this newly Character
GameObject
. For this example, we'll use the included ECM2_Capsule model.
In the CharacterMovement
component, adjust its radius and height values (this will automatically configure your character’s capsule collider) to better fit your character’s model.
In the previous section, we discussed the steps to create and configure our Character
. However, at this point, we are unable to move or control it. We will address and resolve this creating a new CharacterInput
script.
A Character
encompasses a collection of methods designed to facilitate action execution. For instance, its SetMovementDirection
method is employed to prompt the character to move in a specified direction (in world space).
Similarly, the Jump
method initiates a jump, while the StopJumping
method halts the ongoing jump—particularly crucial when a variable jump height is in use.
Likewise, the Crouch
method is utilized to initiate the character's crouching action, and the UnCrouch
method is employed to cease the crouching state.
The complete script is shown below:
Finally, add the newly created CharacterInput
script to your Character GameObject. You should be able to move, jump and crouch!
Crouching and UnCrouching only modify the character's capsule collider.