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https://github.com/astrochili/defold-kinematic-walker
Kinematic character controller extension for Defold
https://github.com/astrochili/defold-kinematic-walker
3d character defold kinematic
Last synced: 3 months ago
JSON representation
Kinematic character controller extension for Defold
- Host: GitHub
- URL: https://github.com/astrochili/defold-kinematic-walker
- Owner: astrochili
- License: mit
- Created: 2022-05-07T12:15:05.000Z (over 2 years ago)
- Default Branch: master
- Last Pushed: 2024-04-01T21:41:57.000Z (10 months ago)
- Last Synced: 2024-10-25T09:48:29.432Z (3 months ago)
- Topics: 3d, character, defold, kinematic
- Language: Lua
- Homepage:
- Size: 458 KB
- Stars: 40
- Watchers: 2
- Forks: 5
- Open Issues: 11
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-defold - Kinematic Walker
README
![logo](https://user-images.githubusercontent.com/4752473/175769046-bbf9f71c-c970-4921-a27f-d56361ce0e53.png)
# Kinematic Walker
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[![License](https://img.shields.io/badge/License-MIT-blue)](https://github.com/astrochili/defold-kinematic-walker/blob/master/LICENSE)
[![Website](https://img.shields.io/badge/website-gray.svg?&logo=data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIxOCIgaGVpZ2h0PSIxNiIgZmlsbD0ibm9uZSIgdmlld0JveD0iMCAwIDE4IDE2Ij48Y2lyY2xlIGN4PSIzLjY2IiBjeT0iMTQuNzUiIHI9IjEuMjUiIGZpbGw9InVybCgjYSkiLz48Y2lyY2xlIGN4PSI4LjY2IiBjeT0iMTQuNzUiIHI9IjEuMjUiIGZpbGw9InVybCgjYikiLz48Y2lyY2xlIGN4PSIxMy42NSIgY3k9IjE0Ljc1IiByPSIxLjI1IiBmaWxsPSJ1cmwoI2MpIi8+PHBhdGggZmlsbD0idXJsKCNkKSIgZmlsbC1ydWxlPSJldmVub2RkIiBkPSJNNy42MyAxLjQ4Yy41LS43IDEuNTUtLjcgMi4wNSAwbDYuMjIgOC44MWMuNTguODMtLjAxIDEuOTctMS4wMyAxLjk3SDIuNDRhMS4yNSAxLjI1IDAgMCAxLTEuMDItMS45N2w2LjIxLTguODFaIiBjbGlwLXJ1bGU9ImV2ZW5vZGQiLz48ZGVmcz48bGluZWFyR3JhZGllbnQgaWQ9ImEiIHgxPSIyLjQxIiB4Mj0iMi40MSIgeTE9IjEzLjUiIHkyPSIxNiIgZ3JhZGllbnRVbml0cz0idXNlclNwYWNlT25Vc2UiPjxzdG9wIHN0b3AtY29sb3I9IiNGRDhENDIiLz48c3RvcCBvZmZzZXQ9IjEiIHN0b3AtY29sb3I9IiNGOTU0MUYiLz48L2xpbmVhckdyYWRpZW50PjxsaW5lYXJHcmFkaWVudCBpZD0iYiIgeDE9IjcuNDEiIHgyPSI3LjQxIiB5MT0iMTMuNSIgeTI9IjE2IiBncmFkaWVudFVuaXRzPSJ1c2VyU3BhY2VPblVzZSI+PHN0b3Agc3RvcC1jb2xvcj0iI0ZEOEQ0MiIvPjxzdG9wIG9mZnNldD0iMSIgc3RvcC1jb2xvcj0iI0Y5NTQxRiIvPjwvbGluZWFyR3JhZGllbnQ+PGxpbmVhckdyYWRpZW50IGlkPSJjIiB4MT0iMTIuNCIgeDI9IjEyLjQiIHkxPSIxMy41IiB5Mj0iMTYiIGdyYWRpZW50VW5pdHM9InVzZXJTcGFjZU9uVXNlIj48c3RvcCBzdG9wLWNvbG9yPSIjRkQ4RDQyIi8+PHN0b3Agb2Zmc2V0PSIxIiBzdG9wLWNvbG9yPSIjRjk1NDFGIi8+PC9saW5lYXJHcmFkaWVudD48bGluZWFyR3JhZGllbnQgaWQ9ImQiIHgxPSIuMDMiIHgyPSIuMDMiIHkxPSIuMDMiIHkyPSIxMi4yNiIgZ3JhZGllbnRVbml0cz0idXNlclNwYWNlT25Vc2UiPjxzdG9wIHN0b3AtY29sb3I9IiNGRkU2NUUiLz48c3RvcCBvZmZzZXQ9IjEiIHN0b3AtY29sb3I9IiNGRkM4MzAiLz48L2xpbmVhckdyYWRpZW50PjwvZGVmcz48L3N2Zz4=)](https://astronachos.com/)
[![Mastodon](https://img.shields.io/badge/mastodon-gray?&logo=mastodon)](https://mastodon.gamedev.place/@astronachos)
[![Twitter](https://img.shields.io/badge/twitter-gray?&logo=twitter)](https://twitter.com/astronachos)
[![Telegram](https://img.shields.io/badge/telegram-gray?&logo=telegram)](https://t.me/astronachos)
[![Buy me a coffee](https://img.shields.io/badge/buy_me_a_coffee-gray?&logo=buy%20me%20a%20coffee)](https://buymeacoffee.com/astrochili)📼 Also in this series:
- 🎥 [Operator](https://github.com/astrochili/defold-operator)
- 🏗️ [TrenchFold](https://github.com/astrochili/defold-trenchfold)
- 🎄 [Illumination](https://github.com/astrochili/defold-illumination)
- 🚧 [Blockout Textures](https://github.com/astrochili/blockout-textures)## Overview
This is a tweakable kinematic character controller suitable for 3D games made with [Defold](https://defold.com). When you wouldn't like to use a dynamic body and prefer to have more control over the movement.
Although not all the collision cases are handled perfect at the moment, you can [avoid problems](#troubleshooting) by providing valid and smooth collision geometry of your level. The geometry in the demo is not smooth exclusively for stress testing purposes.
Ready to use with [🎥 Operator](https://github.com/astrochili/defold-operator/) or you own camera controller.
🎮 [Play HTML5 demo](https://astronachos.com/defold/kinematic-walker).
💬 [Discuss on the forum](https://forum.defold.com/t/kinematic-walker-character-movement-controller-for-3d-games/71160/).
## Features
- [x] Collision resolving with level geometry.
- [x] Walking and running.
- [x] Jumping and crouching.
- [x] Climbing slopes and curbs.
- [x] Smooth acceleration and deceleration.
- [x] Internal control with key bindings.
- [x] External manual control with messages.
- [x] Spectator mode.
- [ ] Request by [adding an issue or contribute](https://github.com/astrochili/defold-kinematic-walker/issues).## Install
Add link to the zip-archive of the latest version of [defold-kinematic-walker](https://github.com/astrochili/defold-kinematic-walker/releases) to your Defold project as [dependency](http://www.defold.com/manuals/libraries/).
## Project Settings
The following settings in the `game.project` file are recommended for the walker to work correctly:
```ini
[physics]
type = 3D
use_fixed_timestep = 1
max_fixed_timesteps = 1[display]
update_frequency = 60[engine]
fixed_update_frequency = 60
```## Quick Start
Add the `dummy.collection` collection to your scene. It's already composed collection of the player with capsule collision objects and models to test hypotheses and adjust things for your needs.
Make sure you set up the camera correctly or connect [Operator](#operator). The `dummy.script` can integrate it automatically, so just fill in the url in the `operator` property.
## Advanced Start
### Minimal setup
1. Add a gameobject `body` to your character's gamoobject and attach the `body.script` component to it.
2. Add the `collision_standing` collision object with the capsule shape to the `body` gameobject. Set type to `Kinematic` and switch locked rotation to `true`. The position anchor must be on the floor.
2. Add `walker.script` to your character's gameobject and configure its script properties in the editor.
### Crouching
To allow crouching add the `collision_crouching` collision object with the capsule shape with the same collision properties as the `collision_standing` but with a lower height. Then set the [`is_crouching_allowed`](#is_crouching_allowed) to `true`.
### Camera
To follow your camera gameobject rotation:
```lua
msg.post(walker_url, hash 'follow_camera_rotation', { camera = camera_url })
```To automatically move the camera up and down when standing and crouching add an empty gameobject `eyes` in the walker gameobject and use it to attach your camera. Then set the [`eyes_switching`](#eyes_switching) to `true`.
### Operator
To use [Operator](https://github.com/astrochili/defold-operator/) as the camera controller:
```lua
msg.post(operator_url, hash 'follow_point', { object = eyes_url })
msg.post(walker_url, hash 'follow_camera_rotation', { camera = operator_url })
```### Controls
To customize controls just change [`internal_control`](#internal_control-1) key bindings or post [`manual_control`](#manual_control) messages to control the movement manually.
## Walker Properties
### observer
The `url` where to send the walker events. Usually it's your character script.
### spectator_mode
Activates the spectator mode during initialization. In this mode you can fly without the gravity applying.
### spectator_clipping
Resolves the collisions in the spectator mode. If you disable this option, you can fly through walls.
### internal_control
Enables internal control with default key bindings during initialization.
### normal_speed
Normal speed of walking. Units per second.
### shift_speed
Alternative speed of walking is activated with the [`input.shift`](#internal_control-1). Units per second.
If you want to run by default and walk only with the shift input set this property less than [`normal_speed`](#normal_speed).
### acceleration
How much units of velocity should be changed per second to get a greather velocity. Use your [`normal_speed`](#normal_speed) and [`shift_speed`](#shift_speed) as references.
- `10` - if the `normal_speed` is `5`, then the time required to accelerate from the zero velocity to the walking velocity will be `0.5` seconds.
- `0` - _don't use if you want to move the walker._### deceleration
How much units of velocity should be changed per second to get a lower velocity. Use your `normal_speed` and `shift_speed` as references.
- `20` - if the `normal_speed` is `5`, then the time required to decelerate from the walking velocity to the zero velocity will be `0.25` seconds.
- `0` - _don't use otherwise you will never stop the walker._### stair_height
Maximum height of the stair to climb.
- `0` - ignore any stairs.
- `0.3` - automatically moves up on surfaces no higher than `0.3`.### stair_angle
Maximum deviation angle in degrees of the stair surface to climb.
Allowed values are from `0` to `30` degrees, because after `30` it's too unstable.
- `0` - only horizontal stairs will be handled.
- `15` - stairs with angle from `-15` and up to `15` degrees will be handled.### jump_power
Speed of the jump impulse in units per second. Applies immediately to `y` of the current velocity.
- `10` - jump immediately up with `10` units per second speed.
### anti_bunny_time
Seconds required to stay on the ground before the next jump.
- `0.2` - a little delay before the next jump.
### air_control
How much is possible to change the moving direction in the air.
- `0` - where it jumped, that's where it fall.
- `0.3` - a little control over the direction of the fall.
- `1` - a full control of horizontal moving in the air.### climbing_angle
The angle of slopes which are available for climbing.
Allowed value is from `0` up to `90` degrees.
- `0` - any slope will be as a wall.
- `46` - allow to climb slopes up to `46` degrees.Use a value that will never be used in the level geometry to avoid persistence mistakes.
### slope_speed_factor
How much the angle of the slope affects the walker speed.
The calculation comes from the fact that a 45 degree slope is -50% speed on the uphill and +50% speed on the downhill. Then this effect is multiplied by this factor.
- `0` - the speed always is the same.
- `0.5` - half of the effect applies.### gravity
The force of gravity when there is no ground under the walker. Units per second.
- `vmath.vector3(0, -8, 0)` - a falling gravity with 8 units per second speed.
The `x` or `z` gravity values also should work but has not been tested enough.
### gravity_acceleration
How much units of velocity should be changed per second to reach the [`gravity`](#gravity) velocity.
- `3` - if the `gravity.y` is `-6`, then the time required to accelerate from the zero velocity to the gravity velocity is `2` seconds.
### sensor_length
The sensor length to check the ground, ceiling and slopes. Minimum value is `0.05` because of the Bullet physics [collision margin](https://forum.defold.com/t/using-a-dae-mesh-for-collision/69434/3).
### is_crouching_allowed
Allows to crouch. Be sure that the `collision_crouching` is set.
### collision_standing
The `url` of the collision object with a standing capsule shape.
### collision_crouching
The `url` of the collision object with a crouching capsule shape.
Is optional if you don't plan to allow crouch.
### eyes_switching
Animates the [`eyes`](#eyes) gameobject position up and down when standing and crouching.
### eyes
The `url` of a gameobject for the camera attachment. Its position will be animated when the [`eyes_switching`](#eyes_switching) is `true`.
Is optional if you don't plan to switch the camera position.
### eyes_switch_duration
Duration of the [`eyes`](#eyes) gameobject position animation when crouching and standing.
## Incoming Messages
### debug
Enable or disable the debug mode. It draws some debug lines to understand what happens.
```lua
msg.post(walker_url, hash 'debug', { is_enabled = true } )
```### spectator_mode
Enable or disable the [spectator mode](#spectator_mode).
```lua
msg.post(walker_url, hash 'spectator_mode', { is_enabled = true } )
```### collision_mask
Unfortunately, there is no way to get your collision object mask automatically in Defold at the moment. So if you use a mask other than `default` in [`collision_standing`](#collision_standing) and [`collision_crouching`](#collision_crouching), please provide it with this message during initialization.
```lua
msg.post(walker_url, hash 'collision_mask', { hash 'default', hash 'solid' } )
```### follow_camera_rotation
Follow the camera object rotation to apply it on the walker rotation.
```lua
msg.post(walker_url, hash 'follow_camera_rotation', { camera = camera_url })
```### unfollow_camera_rotation
Stop to follow the camera object rotation.
```lua
msg.post(walker_url, hash 'unfollow_camera_rotation')
```### internal_control
Configure internal controls. Set action identifiers or disable the internal control at all.
- `is_enabled` - enanbles or disables internal control.
- `bindings.forward` - forward moving action id.
- `bindings.backward` - backward moving action id.
- `bindings.left` - left strafing action id.
- `bindings.right` - right strafing action id.
- `bindings.jump` - jumping action id.
- `bindings.crouch` - crouching action id.
- `bindings.shift` - alternative walking speed action id.```lua
local bindings = {
forward = hash 'key_w',
backward = hash 'key_s',
left = hash 'key_a',
right = hash 'key_d',
jump = hash 'key_space',
crouch = hash 'key_c',
shift = hash 'key_lshift'
}local message = {
is_enabled = true,
bindings = bindings
}msg.post(walker_url, hash 'internal_control', message)
```### manual_control
Manually control movement of the walker. The structure is similar with [bindings](#internal_control-1) but all the values must be `bool` or `nil`.
```lua
local input = {
forward = true,
left = true,
crouch = true,
}msg.post(walker_url, hash 'manual_control', input)
```### teleport
Move the walker instantly to another position. Since `go.set_position()` is used inside the walker script for its own purposes, use this message to change the position.
```lua
msg.post(walker_url, hash 'teleport', { position = vmath.vector3() } )
```### pause
Enables or disables the update and collision resolving functions.
```lua
msg.post(walker_url, hash 'pause', { is_paused = true })
```Useful in HTML5 builds when the web browser tab loses the focus, check the [example](example/player.script).
## Outgoing Messages
### walker_moving
- `direction` - a normalized direction of the movement.
- `speed` - speed in the units per second.
- `is_grounded` - standing on the ground or not.Sends to the [`observer`](#observer) when speed of the walker is greather than zero.
### walker_standing
Sends to the [`observer`](#observer) when the walker has stood up.
### walker_crouching
Sends to the [`observer`](#observer) when the walker has crouched down.
### walker_jumping
Sends to the [`observer`](#observer) when the walker has jumped.
### walker_falling
- `height` - the height of the fall.
Sends to the [`observer`](#observer) when the walker has fell down on the ground.
The counter starts from the highest visited point in the air.
### walker_trigger_enter
Forwards the [`trigger_response`](https://defold.com/ref/beta/physics/#trigger_response) to the [`observer`](#observer) when the walker has entered a trigger.
### walker_trigger_exit
Forwards the [`trigger_response`](https://defold.com/ref/beta/physics/#trigger_response) to the [`observer`](#observer) when the walker has left a trigger.
### object_post_movement
- `position` - the actual position of the walker.
- `correction` - the last position correction.Sends to the [`observer`](#observer) and the following [`camera`](#follow_camera_rotation) post movement corrections after collision resolving in the `on_message` function.
> Used by [Operator](https://github.com/astrochili/defold-operator/) to update the camera position without lags.
### ground_normal
- `normal` - the ground normal or nil.
Sends to the following [`camera`](#follow_camera_rotation) the current ground normal.
> Used by [Operator](https://github.com/astrochili/defold-operator/) to align the camera to the ground slope.
## Troubleshooting
### Stairs
The current handling of stairs is more suitable for climbing on curbs. Don't use the stairs as is, better to use a slope collision object.
### Internal geometry
To avoid stucking along the objects, try to remove any internal unused collision geometry.
Using of planes as collision objects along the wall is preferable to boxes to avoid collisions with the joints of these boxes. Keep the collision geometry as simple as possible.
### Fall into a gorge
Place a horizontal hidden collision object at the bottom of the gorge so that there is something to stand on, otherwise the walker may get stuck.