Add wall-climb mantle and wall-relative controls
- Make wall-climb controls wall-relative: W approaches/climbs up, S moves away and detaches, A/D strafe along the wall - Add slow approach speed for moving toward/away from the wall - Remove wall-climb activation time (activate on contact) - Add mantle/top-out over the top edge so the player pulls onto the surface instead of dropping and re-grabbing (fixes edge flicker) - Add re-grab cooldown after top-out Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -153,8 +153,8 @@ MonoBehaviour:
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m_Name:
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@@ -1174,10 +1174,10 @@ CharacterController:
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--- !u!114 &1141039642
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@@ -1198,12 +1198,20 @@ MonoBehaviour:
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jumpHeight: 1.2
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groundedStickVelocity: -2
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slideDownSteepSlopes: 1
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slideAcceleration: 20
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maxSlideSpeed: 8
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slideControl: 0.3
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enableWallClimb: 1
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wallClimbActivationTime: 0
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wallMinAngle: 80
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wallClimbSpeedMultiplier: 0.5
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wallApproachSpeed: 0.5
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wallContactDistance: 0.05
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wallDetachDistance: 0.25
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@@ -11,6 +11,13 @@ using UnityEngine.InputSystem;
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/// natural with the fixed scene camera. Gravity and jumping are integrated
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/// manually because CharacterController does not apply physics on its own.
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///
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/// Touching a wall or ceiling enters a wall-climb mode with
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/// wall-relative controls: W moves slowly toward the wall and climbs up once
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/// fully against it, S backs slowly away and detaches once far enough, and A/D
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/// strafe left/right along the wall. Gravity and jumping are ignored while
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/// climbing. Climbing up past the top edge mantles the character over onto the
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/// surface instead of dropping back down.
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///
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/// The script reads input through the new Input System (Keyboard.current) when it
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/// is enabled, and falls back to the legacy Input Manager otherwise. The project
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/// currently runs the new Input System only.
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@@ -71,6 +78,40 @@ public class PlayerCharacterController : MonoBehaviour
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[Range(0f, 1f)]
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public float slideControl = 0.3f;
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[Header("Wall Climb")]
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[Tooltip("If ON, the character enters a wall-climb mode after touching a " +
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"wall or ceiling for a short time: it sticks to the surface, moves " +
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"at reduced speed and ignores gravity and jumping until contact is lost.")]
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public bool enableWallClimb = true;
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[Tooltip("Minimum surface angle from 'up' (in degrees) for a contact to " +
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"count as a climbable wall or ceiling. Surfaces between the slope " +
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"limit and this angle stay (sliding) slopes; at or above this they " +
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"are treated as walls/ceilings.")]
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[Range(50f, 180f)]
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public float wallMinAngle = 80f;
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[Tooltip("Speed multiplier for climbing up (W when against the wall) and " +
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"strafing left/right (A/D) while wall-climbing (0.5 = half speed).")]
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[Range(0f, 1f)]
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public float wallClimbSpeedMultiplier = 0.5f;
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[Tooltip("Speed (units per second) for moving toward (W) or away from (S) the " +
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"wall while climbing. Deliberately slow so approaching/detaching is gentle.")]
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public float wallApproachSpeed = 0.5f;
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[Tooltip("Gap (in units) below which the character counts as fully against " +
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"the wall, so pressing forward (W) climbs up instead of moving closer.")]
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public float wallContactDistance = 0.05f;
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[Tooltip("Gap (in units) from the wall at which holding back (S) leaves " +
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"wall-climb mode.")]
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public float wallDetachDistance = 0.25f;
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[Tooltip("Grace period (seconds) of lost contact tolerated before leaving " +
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"wall-climb mode (prevents flicker on bumpy geometry/edges).")]
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public float wallExitGrace = 0.15f;
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/// <summary>
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/// When false, movement/jump input is ignored (the player stands still), but
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/// gravity and ground contact keep running so the character stays grounded.
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@@ -78,6 +119,9 @@ public class PlayerCharacterController : MonoBehaviour
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/// </summary>
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public bool ControlEnabled { get; set; } = true;
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/// <summary>True while the character is in wall-climb mode (stuck to a wall/ceiling).</summary>
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public bool IsWallClimbing => _isWallClimbing;
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private CharacterController _controller;
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private float _verticalVelocity;
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@@ -86,6 +130,22 @@ public class PlayerCharacterController : MonoBehaviour
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private bool _groundNormalUpdated;
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private float _slideSpeed;
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// Wall-climb state.
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private bool _isWallClimbing;
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private Vector3 _wallNormal; // surface normal of the climbed wall/ceiling
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private Vector3 _wallNormalAccum; // summed wall normals during the latest Move
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private bool _wallContactThisFrame; // any wall/ceiling touched during the latest Move
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private float _lostContactTimer; // continuous lost-contact time while climbing
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private readonly RaycastHit[] _wallProbe = new RaycastHit[8]; // buffer for the wall-distance probe
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// Mantle (top-out) state: climbing up past the wall's top edge pulls the
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// character up and over onto the surface instead of dropping back down.
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private bool _mantling; // a mantle is currently in progress
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private bool _mantleClearedFeet; // phase 1 done: whole capsule is above the edge
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private float _mantleOverDist; // phase 2 forward distance moved over the top
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private float _mantleTimer; // safety cap so a mantle can never run forever
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private float _reentryCooldown; // blocks re-grabbing the wall right after topping out
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void Awake()
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{
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_controller = GetComponent<CharacterController>();
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@@ -142,6 +202,27 @@ public class PlayerCharacterController : MonoBehaviour
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moveDir = inputDir;
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}
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// --- Wall-climb state machine ---------------------------------------
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// Evaluates the wall/ceiling contact gathered during the previous Move,
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// then enters/leaves wall-climb mode accordingly.
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UpdateWallClimbState();
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// Latch the wall normal for this frame's movement, then reset the
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// per-frame contact accumulators (OnControllerColliderHit refills them
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// during the Move calls below / above).
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if (_wallContactThisFrame && _wallNormalAccum.sqrMagnitude > 1e-6f)
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_wallNormal = _wallNormalAccum.normalized;
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_wallContactThisFrame = false;
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_wallNormalAccum = Vector3.zero;
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if (_isWallClimbing)
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{
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// While climbing: wall-relative WASD, no gravity, no jump, no slope
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// sliding, no forced alignment. Done for this frame.
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ApplyWallClimbMovement(h, v, Time.deltaTime);
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return;
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}
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// --- Evaluate the ground slope (for sliding) ------------------------
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// The ground normal is gathered in OnControllerColliderHit during the
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// previous Move. If it is steeper than the controller's Slope Limit, the
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@@ -203,14 +284,258 @@ public class PlayerCharacterController : MonoBehaviour
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}
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/// <summary>
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/// Collects the ground contact normal during <see cref="CharacterController.Move"/>.
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/// Walls and ceilings (normal pointing sideways or down) are ignored; among the
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/// upward-facing contacts the flattest one is kept, which represents the surface
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/// the character is actually standing on.
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/// Drives entry into wall-climb mode: any wall/ceiling contact enters the mode
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/// immediately (or bails out when the feature/control is disabled). Leaving the
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/// mode while climbing is handled in <see cref="ApplyWallClimbMovement"/>
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/// (raycast-based).
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/// </summary>
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private void UpdateWallClimbState()
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{
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// Cool down the post-mantle re-grab lock (runs whether climbing or not).
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if (_reentryCooldown > 0f)
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_reentryCooldown -= Time.deltaTime;
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if (!enableWallClimb || !ControlEnabled)
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{
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if (_isWallClimbing)
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ExitWallClimb();
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return;
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}
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if (!_isWallClimbing && _wallContactThisFrame && _reentryCooldown <= 0f)
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{
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// Any wall/ceiling contact enters wall-climb mode immediately. The
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// cooldown above prevents instantly re-grabbing the edge we just
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// mantled over (which would otherwise cause a climb/drop flicker).
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_isWallClimbing = true;
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_lostContactTimer = 0f;
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_verticalVelocity = 0f;
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_slideSpeed = 0f;
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}
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// While climbing, exit is decided in ApplyWallClimbMovement (intentional
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// back-off with S, or losing the wall after the grace period).
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}
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/// <summary>
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/// Moves the character along the climbed surface using wall-relative WASD:
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/// W moves slowly toward the wall and, once fully against it, climbs up;
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/// S moves slowly away and detaches once far enough; A/D strafe left/right
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/// along the wall. The current wall normal and gap are measured each frame by
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/// a raycast toward the surface. No gravity, no jump, no forced alignment.
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/// </summary>
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private void ApplyWallClimbMovement(float h, float v, float dt)
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{
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// A mantle (top-out) overrides normal climbing until it finishes.
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if (_mantling)
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{
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MantleOverEdge(dt);
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return;
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}
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// Probe the wall ahead to refresh its normal and our distance to it.
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bool found = ProbeWall(out Vector3 probedNormal, out float gap);
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if (found)
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{
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_wallNormal = probedNormal;
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_lostContactTimer = 0f;
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}
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else
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{
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// The body-center ray lost the wall. If we were climbing up (W) and the
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// wall still exists down at the feet, we have reached the top edge:
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// mantle up and over onto the surface instead of dropping.
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if (v > 0f && WallInFront(_controller.height * 0.5f))
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{
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_mantling = true;
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_mantleClearedFeet = false;
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_mantleOverDist = 0f;
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_mantleTimer = 0f;
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MantleOverEdge(dt);
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return;
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}
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// Otherwise the wall is genuinely gone: leave after the grace period.
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_lostContactTimer += dt;
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gap = wallDetachDistance + 1f; // treat as "far" so it cannot block exit
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if (_lostContactTimer >= wallExitGrace)
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{
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ExitWallClimb();
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return;
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}
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}
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// Build a basis on the wall plane: "up along the wall" and "right".
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Vector3 climbUp = Vector3.ProjectOnPlane(Vector3.up, _wallNormal);
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if (climbUp.sqrMagnitude < 1e-6f) // degenerate on a flat ceiling: fall back to facing
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climbUp = Vector3.ProjectOnPlane(transform.forward, _wallNormal);
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climbUp.Normalize();
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Vector3 right = Vector3.Cross(_wallNormal, climbUp).normalized;
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float climbSpeed = moveSpeed * wallClimbSpeedMultiplier;
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// A/D always strafe left/right along the wall.
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Vector3 velocity = right * (h * climbSpeed);
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bool detach = false;
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if (v > 0f)
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{
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// W: move closer to the wall while there is a gap, otherwise climb up.
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if (gap > wallContactDistance)
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velocity += -_wallNormal * (v * wallApproachSpeed); // slow approach
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else
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velocity += climbUp * (v * climbSpeed); // climb up
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}
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else if (v < 0f)
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{
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// S: slowly back away from the wall; detach once far enough.
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velocity += -_wallNormal * (v * wallApproachSpeed); // v < 0 => away from wall
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if (gap >= wallDetachDistance)
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detach = true;
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}
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_controller.Move(velocity * dt);
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if (detach)
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ExitWallClimb();
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}
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/// <summary>
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/// Casts a ray from the character center toward the wall (opposite the wall
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/// normal) to find the current surface normal and the gap between the
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/// controller's side and the wall. The player's own colliders (controller and
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/// the paintable mesh collider) are skipped. Returns false if no wall is found
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/// within reach.
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/// </summary>
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private bool ProbeWall(out Vector3 normal, out float gap)
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{
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normal = _wallNormal;
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gap = 0f;
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Vector3 origin = transform.position + _controller.center;
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float radius = _controller.radius;
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float maxDist = radius + wallDetachDistance + 0.5f;
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int count = Physics.RaycastNonAlloc(
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origin, -_wallNormal, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
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float best = float.MaxValue;
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bool found = false;
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for (int i = 0; i < count; i++)
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{
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||||
// Skip our own hierarchy (the CharacterController and the child mesh collider).
|
||||
if (_wallProbe[i].collider.transform.IsChildOf(transform))
|
||||
continue;
|
||||
if (_wallProbe[i].distance < best)
|
||||
{
|
||||
best = _wallProbe[i].distance;
|
||||
normal = _wallProbe[i].normal;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (found)
|
||||
gap = Mathf.Max(0f, best - radius);
|
||||
return found;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pulls the character up and over the wall's top edge onto the surface.
|
||||
/// Phase 1 rises along the wall face until the whole capsule is above the
|
||||
/// edge; phase 2 moves forward over the top, after which wall-climb is left
|
||||
/// and gravity settles the character onto the surface. A short re-grab
|
||||
/// cooldown is armed so the freshly passed edge does not re-trigger a climb.
|
||||
/// </summary>
|
||||
private void MantleOverEdge(float dt)
|
||||
{
|
||||
_mantleTimer += dt;
|
||||
float speed = moveSpeed * wallClimbSpeedMultiplier;
|
||||
|
||||
// Forward direction over the edge: horizontal, opposite the wall normal.
|
||||
Vector3 forward = -_wallNormal;
|
||||
forward.y = 0f;
|
||||
forward = forward.sqrMagnitude > 1e-6f ? forward.normalized : transform.forward;
|
||||
|
||||
if (!_mantleClearedFeet)
|
||||
{
|
||||
// Phase 1: climb straight up until no wall is left in front of the feet.
|
||||
_controller.Move(Vector3.up * (speed * dt));
|
||||
if (!WallInFront(_controller.height * 0.5f))
|
||||
_mantleClearedFeet = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Phase 2: move forward onto the top surface, then finish.
|
||||
_controller.Move(forward * (speed * dt));
|
||||
_mantleOverDist += speed * dt;
|
||||
if (_mantleOverDist >= _controller.radius * 2f + 0.15f || _controller.isGrounded)
|
||||
{
|
||||
_reentryCooldown = 0.3f;
|
||||
ExitWallClimb();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Safety: never mantle indefinitely (e.g. if blocked by other geometry).
|
||||
if (_mantleTimer >= 2f)
|
||||
{
|
||||
_reentryCooldown = 0.3f;
|
||||
ExitWallClimb();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Casts a horizontal ray toward the wall from a point <paramref name="downOffset"/>
|
||||
/// below the controller center, ignoring our own colliders. Used to tell a top
|
||||
/// edge (wall still present lower down) from the wall being truly gone.
|
||||
/// </summary>
|
||||
private bool WallInFront(float downOffset)
|
||||
{
|
||||
Vector3 origin = transform.position + _controller.center - Vector3.up * downOffset;
|
||||
float maxDist = _controller.radius + wallDetachDistance + 0.5f;
|
||||
|
||||
int count = Physics.RaycastNonAlloc(
|
||||
origin, -_wallNormal, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (_wallProbe[i].collider.transform.IsChildOf(transform))
|
||||
continue;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Leaves wall-climb mode and resets vertical velocity so the player falls cleanly.</summary>
|
||||
private void ExitWallClimb()
|
||||
{
|
||||
_isWallClimbing = false;
|
||||
_lostContactTimer = 0f;
|
||||
_verticalVelocity = 0f;
|
||||
_mantling = false;
|
||||
_mantleClearedFeet = false;
|
||||
_mantleOverDist = 0f;
|
||||
_mantleTimer = 0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collects contact normals during <see cref="CharacterController.Move"/>.
|
||||
/// Wall/ceiling contacts (angle at or above <see cref="wallMinAngle"/>) feed
|
||||
/// the wall-climb detector; among the upward-facing contacts the flattest one
|
||||
/// is kept as the ground normal the character is actually standing on.
|
||||
/// </summary>
|
||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
// Ignore near-vertical walls and ceilings.
|
||||
// Detect walls/ceilings for wall-climbing (steep enough to not be a slope).
|
||||
if (enableWallClimb)
|
||||
{
|
||||
float angle = Vector3.Angle(hit.normal, Vector3.up);
|
||||
if (angle >= wallMinAngle)
|
||||
{
|
||||
_wallContactThisFrame = true;
|
||||
_wallNormalAccum += hit.normal;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore near-vertical walls and ceilings for ground-normal collection.
|
||||
if (hit.normal.y <= 0.05f)
|
||||
return;
|
||||
|
||||
|
||||
Reference in new issue
Block a user