Files
chameleon/Assets/Scripts/Components/Controller/PlayerCharacterController.cs
T
adminandClaude Opus 4.8 e5b5138232 PlayerController: robust wall-climb hold on thin boards
ProbeWall now falls back to a horizontal multi-sample fan across the capsule
cross-section when the center ray misses, so a thin/narrow board keeps its
grab instead of dropping after wallExitGrace (which stays at 0.15). The
top-out mantle no longer commits on the first probe miss: it requires the
top-edge signature (wall at foot, moving up, headroom clear) to persist for
wallTopOutConfirm (new tunable, default 0.06s) and uses hardened multi-sample
foot/headroom probes, so a transient mid-face miss or a VHACD hull gap no
longer triggers a false mantle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:23:56 +02:00

1368 lines
65 KiB
C#

using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// CharacterController-based player: camera-relative WASD movement, manual gravity and jumping,
/// sliding off too-steep slopes/edges, and a wall/ceiling-climb mode.
///
/// Wall-climb (entered by pushing the move input into a wall): W/S climb straight up/down (velocity
/// ramps in for precise placement), A/D strafe camera-relative, the body faces the wall. Left-drag
/// leans the visual mesh out of / into the wall (capsule stays put), right-drag turns the body;
/// either pauses the camera orbit. Jumping detaches; reaching the top edge mantles over. Ceiling-climb
/// shares the mode (entered by jumping up into a ceiling or climbing a wall into an overhang): the
/// body stays upright and moves camera-relative in the horizontal plane; jump lets go. On the ground
/// the same mouse scheme raises/lowers the mesh and turns the body without moving the capsule.
///
/// Named PlayerCharacterController to avoid a clash with Unity.VisualScripting's "PlayerController".
/// </summary>
[RequireComponent(typeof(CharacterController))]
[DisallowMultipleComponent]
public class PlayerCharacterController : MonoBehaviour
{
[Header("Movement")]
[Tooltip("Horizontal movement speed (units/second).")]
public float moveSpeed = 2f;
[Tooltip("Speed multiplier applied to ground movement and wall/ceiling climbing while the sprint key (Left Shift) is held.")]
public float sprintSpeedMultiplier = 3.2f;
[Tooltip("How quickly ground movement ramps up to the target speed (units/second²). Lower = more gradual start.")]
public float acceleration = 30f;
[Tooltip("How quickly ground movement slows to a stop when input eases off (units/second²). Lower = more glide.")]
public float deceleration = 45f;
[Tooltip("Interpret WASD relative to the camera (off = world X/Z axes).")]
public bool cameraRelative = true;
[Tooltip("Camera used for camera-relative movement. Empty = Camera.main.")]
public Transform cameraTransform;
[Header("Rotation")]
[Tooltip("Smoothly turn the character to face its movement direction.")]
public bool rotateTowardMovement = true;
[Tooltip("Turn speed in degrees per second.")]
public float rotationSpeed = 540f;
[Header("Jump & Gravity")]
[Tooltip("Peak jump height in units.")]
public float jumpHeight = 1.2f;
[Tooltip("Gravity in units per second squared (negative = downward).")]
public float gravity = -14.715f;
[Tooltip("Small downward velocity kept while grounded for reliable ground contact.")]
public float groundedStickVelocity = -2f;
[Tooltip("Downward speed (units/second) past which the player counts as falling, for the fall " +
"animation. Only while airborne (not grounded, not wall-climbing). Scales with player size.")]
public float fallAnimationSpeed = 4f;
[Header("Rescue")]
[Tooltip("Kill-plane fail-safe: if the player falls below this world Y (e.g. off the map into the void), " +
"they are teleported back to where this avatar spawned (spawn center + per-client ring offset) " +
"with all momentum cleared. Owner-only; the authoritative NetworkTransform replicates the reset.")]
public float rescueMinY = -100f;
[Header("Slope Sliding")]
[Tooltip("Slide down surfaces steeper than the CharacterController's Slope Limit instead of balancing on them.")]
public bool slideDownSteepSlopes = true;
[Tooltip("How quickly the slide accelerates (units/second squared).")]
public float slideAcceleration = 20f;
[Tooltip("Maximum downhill slide speed (units/second).")]
public float maxSlideSpeed = 8f;
[Tooltip("Steering control kept while sliding (0 = none, 1 = full).")]
[Range(0f, 1f)]
public float slideControl = 0.3f;
[Header("Wall Climb")]
[Tooltip("Enter wall-climb mode by pushing into a wall: stick to the surface, move at reduced speed, ignore gravity and jumping.")]
public bool enableWallClimb = true;
[Tooltip("Minimum surface angle from 'up' (degrees) that counts as a climbable wall/ceiling rather than a slope.")]
[Range(50f, 180f)]
public float wallMinAngle = 60f;
[Tooltip("How directly the move input must point into a wall to grab it (0 = any inward nudge, 1 = head-on only). Stops mere contact (e.g. standing at a wall's base) from grabbing.")]
[Range(0f, 1f)]
public float wallGrabMinPush = 0.3f;
[Tooltip("Speed multiplier for climbing up and strafing while wall-climbing (0.5 = half speed).")]
[Range(0f, 1f)]
public float wallClimbSpeedMultiplier = 0.5f;
[Tooltip("How quickly wall/ceiling climb movement ramps up to speed (units/second²). Kept low so brief " +
"taps nudge only a little for precise placement; scaled up while sprinting so sprint stays snappy.")]
[Min(0.01f)]
public float wallClimbAcceleration = 5f;
[Tooltip("Speed multiplier for the mantle (pulling up over the top edge), independent of the climb speed. Multiplies moveSpeed; 1 = full walk speed, >1 = snappier pull-up.")]
[Min(0f)]
public float wallMantleSpeedMultiplier = 1.5f;
[Tooltip("Farthest the mesh can lean out from the wall via the mouse-drag offset (units).")]
public float wallMaxOffset = 0.1f;
[Tooltip("Farthest the mesh can sink INTO the wall via the mouse-drag offset (units). Only the visual model + its paint collider move; the CharacterController capsule stays put, so this isn't blocked by the wall collider.")]
public float wallMaxInset = 0.2f;
[Tooltip("Units the lean-out offset changes per pixel of vertical mouse drag (left button held).")]
public float wallOffsetSensitivity = 0.001f;
[Tooltip("Degrees the body turns per pixel of horizontal mouse drag (left button held) while climbing.")]
public float wallRotateSensitivity = 0.2f;
[Tooltip("How fast the lean-out offset eases back to the wall while moving (units/second).")]
public float wallOffsetReturnSpeed = 2f;
[Tooltip("How snappily the body follows the lean-out offset (1/second). Higher = tighter, lower = smoother.")]
public float wallOffsetFollow = 12f;
[Tooltip("Grace period (seconds) of lost contact tolerated before leaving wall-climb mode.")]
public float wallExitGrace = 0.15f;
[Tooltip("How long (seconds) the top-edge signature (center probe clear, wall still at the feet, clear headroom above) must persist before committing to a top-out mantle. Filters transient center-probe misses (thin boards / VHACD hull gaps the ray slips through) so they no longer instantly trigger a mantle mid-face. Keep small; a couple of frames is enough.")]
public float wallTopOutConfirm = 0.06f;
[Tooltip("Head-to-ceiling distance (units) at which climbing a wall up into an overhang hands off to the ceiling.")]
public float ceilingGrabDistance = 0.02f;
[Tooltip("Upward hop when topping out over a wall/slope edge, so holding W carries you onto the ledge instead of dropping back onto the face and re-grabbing. In meters of jump height; 0 = no hop.")]
public float wallTopOutBoost = 0.3f;
[Tooltip("Colliders with this tag are invisible to wall-climb and ceiling-grab: they still block the capsule physically, but can never be grabbed, re-probed onto, or used as a ceiling. Leave empty to disable.")]
public string noClimbTag = "NoClimb";
[Tooltip("Camera orbit input; paused while dragging the wall-climb offset. Auto-found if empty.")]
[SerializeField] private ThirdPersonOrbitInput cameraOrbit;
[Tooltip("Visual model root moved by the wall-climb lean offset (into/out of the wall) while the capsule stays put. Must parent both the skinned mesh and its bones. Auto-resolved from the SkinnedMeshRenderer if empty.")]
[SerializeField] private Transform meshOffsetTarget;
[Tooltip("Camera follow/look target (what the ThirdPersonCamera tracks). Moved vertically by the active pose's camera y-offset plus the ceiling offset, without moving the body. Auto-resolved from a child named \"CameraTarget\" if empty.")]
[SerializeField] private Transform cameraTarget;
/// <summary>
/// When false, movement/jump input is ignored but gravity and ground contact
/// keep running. Toggled by the GameModeManager.
/// </summary>
public bool ControlEnabled { get; set; } = true;
/// <summary>
/// When false, gravity, ground-stick and slope-sliding are suspended and the vertical velocity is
/// held at rest, so the avatar hovers at its spawn position instead of settling. Set by the
/// GameModeManager during the pre-Hide loading barrier (alongside <see cref="ControlEnabled"/>) and
/// restored when the Hide phase begins.
/// </summary>
public bool GravityEnabled { get; set; } = true;
/// <summary>
/// When set, the body faces this world-space yaw (degrees) every frame instead of turning toward its
/// movement direction. First-person sets it so the character always faces where the camera looks;
/// null restores movement-facing. Only affects ground/air locomotion — wall-climb owns its own facing.
/// </summary>
public float? FaceYaw { get; set; }
/// <summary>True while in wall-climb mode.</summary>
public bool IsWallClimbing => _isWallClimbing;
/// <summary>
/// True while the player is idle (under control and essentially still): standing on the floor
/// below the run threshold, or attached to a wall/ceiling with no climb input. Snapshotted at the
/// end of Update so a sibling reads a stable, order-independent value.
/// </summary>
public bool IsIdle => _isIdle;
/// <summary>True while the sprint key is held, in any state (ground, air, wall, or ceiling).</summary>
public bool IsSprinting => _sprinting;
/// <summary>True while stuck to a ceiling (wall-climb mode with a downward-facing surface normal).</summary>
public bool IsOnCeiling => _isWallClimbing && _onCeiling;
/// <summary>True while grounded and moving above the run threshold (the ground-locomotion state);
/// airborne / wall / standing all read false. The pose system picks its walk/run clips off this.</summary>
public bool IsMovingOnGround => _movingOnGround;
/// <summary>True while airborne (not wall-climbing) and descending faster than
/// <see cref="fallAnimationSpeed"/> (scaled by player size). The pose system picks its fall clip off this.</summary>
public bool IsFalling => _isFalling;
/// <summary>
/// Set by <see cref="PlayerPoseController"/> while a pose Playable graph owns the Animator output.
/// While set, the run-bool is not poked: it would be moot (the graph overrides it) and Unity would
/// log "Animator is not playing an AnimatorController" every frame.
/// </summary>
public bool AnimatorOverridden { get; set; }
/// <summary>
/// The visual-model transform moved by the wall-lean / ceiling offset; its localPosition is owned
/// solely by <see cref="SetMeshLean"/>. Exposed so <see cref="PlayerPoseController"/> can exclude it
/// from its per-frame rest reset — with the humanoid rig the Animator sits on this same node, so it
/// lands in the reset subtree and would otherwise be snapped back to base every frame, wiping the offset.
/// </summary>
public Transform MeshOffsetTarget => meshOffsetTarget;
/// <summary>Authored CharacterController capsule center Y, captured in Awake. The per-pose capsule
/// (driven by <see cref="PlayerPoseController"/>) eases back to this when no pose overrides it.</summary>
public float BaseCapsuleCenterY { get; private set; }
/// <summary>Authored CharacterController capsule radius, captured in Awake (see <see cref="BaseCapsuleCenterY"/>).</summary>
public float BaseCapsuleRadius { get; private set; }
/// <summary>Authored CharacterController capsule height, captured in Awake (see <see cref="BaseCapsuleCenterY"/>).</summary>
public float BaseCapsuleHeight { get; private set; }
// Below this horizontal speed (m/s, squared) the character counts as idle for the run animation.
private const float RunningSpeedThresholdSqr = 0.04f; // (0.2 m/s)^2
private CharacterController _controller;
private NetworkPlayerSetup _setup; // sibling role source; null on non-networked test instances
private float _verticalVelocity;
private Vector3 _horizontalVelocity; // smoothed horizontal move velocity (accel/decel ramp)
private Vector3 _climbVelocity; // smoothed along-surface climb velocity (accel ramp for precise placement)
private bool _sprinting; // exposed via IsSprinting
private bool _isIdle; // exposed via IsIdle
private bool _movingOnGround; // exposed via IsMovingOnGround
private bool _isFalling; // exposed via IsFalling
private float _groundOffset; // signed vertical mesh raise from the ground mouse pose-adjust (+ up / - down); folded into SetMeshLean
private Vector3 _spawnPosition; // world position this avatar spawned at; the rescue (kill-plane) teleport target
private bool _spawnCaptured; // false until the first Update captures the spawn position (after OnNetworkSpawn's ring offset has landed)
// Ground contact normal from the latest Move (for slope sliding).
private Vector3 _groundNormal = Vector3.up;
private bool _groundNormalUpdated;
private float _slideSpeed;
// Wall-climb state. A climb surface counts as a ceiling (horizontal-crawl model) rather
// than a wall (up/down model) once its normal points down past this threshold (~>120 deg
// from up); between that and wallMinAngle it is treated as a wall.
private const float CeilingNormalThreshold = -0.5f;
// Hysteresis band around the threshold: in the inner wall/ceiling corner the capsule touches
// both surfaces, so the per-frame contact normal mixes horizontal (wall) and downward (ceiling)
// and its y crosses -0.5 back and forth -- flipping the climb mode and snapping the body's yaw
// between "face the wall" and "face the move direction". Latch the class and only flip when the
// normal is unambiguously past one edge of the band.
private const float CeilingEnterThreshold = -0.6f; // wall -> ceiling only when clearly down-facing
private const float CeilingExitThreshold = -0.4f; // ceiling -> wall only when clearly not down-facing
private bool _onCeiling; // latched climb-surface class (hysteretic; see thresholds above)
private bool _isWallClimbing;
private Vector3 _wallNormal;
private Vector3 _wallNormalAccum; // summed wall normals during the latest Move
private bool _wallContactThisFrame;
private float _lostContactTimer;
private float _wallOffset; // signed mesh lean (mouse drag): + = out from the wall, - = into it; moves only the model, not the capsule
private float _wallYaw; // body yaw offset from facing the wall (mouse drag); held until leaving
private int _wallStrafeSign; // latched sideways direction (camera picks it once per strafe); 0 = unlatched
private int _wallClimbSign; // latched up/down direction: whichever W/S key pushes into the wall climbs UP (camera picks it once per climb); 0 = unlatched
private bool _offsetDragging; // true while the offset/rotation is being set (pauses camera orbit)
private bool _climbLeftGround; // true once the capsule has left the ground while climbing (enables ground-detach)
private Vector3 _meshBaseLocalPos; // meshOffsetTarget's authored local position; the lean offset is applied relative to this
private Vector3 _cameraTargetBaseLocalPos; // cameraTarget's authored local position; the pose/ceiling camera offset is applied relative to this
private float _cameraYOffset; // last camera-target local-up offset written (cached so an unchanged value skips the transform write)
private float _meshOffsetResidual; // leftover mesh lean still easing back to 0 after leaving the wall (no longer climbing)
private Vector3 _meshOffsetExitNormal; // wall normal latched at exit; the residual eases along it (live _wallNormal may shift on stray contact)
private readonly RaycastHit[] _wallProbe = new RaycastHit[16];
private bool _wallProbeSaturated; // log-once: a full buffer can hide the nearest valid wall/ground
// Mantle (top-out) state.
private const float TopOutRegrabCooldown = 0.3f; // blocks re-grab right after any top-out so holding W tops out cleanly instead of detach/re-grab buzzing
private bool _mantling;
private bool _mantleClearedFeet; // phase 1 done: capsule fully above the edge
private float _mantleOverDist; // phase 2 forward distance over the top
private float _mantleTimer; // safety cap
private float _reentryCooldown; // blocks re-grabbing right after topping out
void Awake()
{
_controller = GetComponent<CharacterController>();
_setup = GetComponent<NetworkPlayerSetup>();
BaseCapsuleCenterY = _controller.center.y;
BaseCapsuleRadius = _controller.radius;
BaseCapsuleHeight = _controller.height;
if (!cameraTransform && Camera.main)
cameraTransform = Camera.main.transform;
if (!cameraOrbit)
cameraOrbit = FindFirstObjectByType<ThirdPersonOrbitInput>();
// Resolve the model root to offset: walk up from the skinned mesh to the topmost node still
// under this transform, so it parents BOTH the renderer and its bones. Offsetting only the
// renderer would move just the baked paint collider, not the bone-driven visible mesh.
if (!meshOffsetTarget)
{
var smr = GetComponentInChildren<SkinnedMeshRenderer>();
if (smr)
{
Transform t = smr.transform;
while (t.parent && t.parent != transform) t = t.parent;
meshOffsetTarget = t;
}
}
if (meshOffsetTarget) _meshBaseLocalPos = meshOffsetTarget.localPosition;
if (!cameraTarget)
{
Transform t = transform.Find("CameraTarget");
if (t) cameraTarget = t;
}
if (cameraTarget) _cameraTargetBaseLocalPos = cameraTarget.localPosition;
}
void Update()
{
// Kill-plane fail-safe (owner-only: the controller is disabled on remotes). Capture the spawn
// point on the first frame -- by now OnNetworkSpawn's ring offset has landed -- then snap the
// player back if they fall through the world. Runs ahead of the control gate so it rescues in
// any mode (paint/free-cam included).
if (!_spawnCaptured)
{
_spawnPosition = transform.position;
_spawnCaptured = true;
}
else if (transform.position.y < rescueMinY)
{
RescueToSpawn();
return;
}
float h = 0f, v = 0f;
bool jumpPressed = false;
bool sprinting = false;
// Skip input when control is disabled (e.g. paint mode); gravity and
// grounding below still run so the player stays planted.
if (ControlEnabled)
{
#if ENABLE_INPUT_SYSTEM
var keyboard = Keyboard.current;
if (keyboard != null)
{
if (keyboard.aKey.isPressed) h -= 1f;
if (keyboard.dKey.isPressed) h += 1f;
if (keyboard.sKey.isPressed) v -= 1f;
if (keyboard.wKey.isPressed) v += 1f;
jumpPressed = keyboard.spaceKey.wasPressedThisFrame;
sprinting = keyboard.leftShiftKey.isPressed;
}
#else
h = Input.GetAxisRaw("Horizontal");
v = Input.GetAxisRaw("Vertical");
jumpPressed = Input.GetButtonDown("Jump");
sprinting = Input.GetKey(KeyCode.LeftShift);
#endif
}
_sprinting = sprinting;
Vector3 inputDir = new Vector3(h, 0f, v);
if (inputDir.sqrMagnitude > 1f)
inputDir.Normalize();
Vector3 moveDir;
if (cameraRelative && cameraTransform)
{
// Project the camera axes onto the ground plane so movement stays horizontal.
Vector3 forward = cameraTransform.forward;
forward.y = 0f;
forward.Normalize();
Vector3 right = cameraTransform.right;
right.y = 0f;
right.Normalize();
moveDir = forward * inputDir.z + right * inputDir.x;
}
else
{
moveDir = inputDir;
}
UpdateWallClimbState(moveDir);
// Latch the wall normal from contacts ONLY while not yet climbing (the grab needs it).
// During a climb the probes own _wallNormal: the per-frame contact blend mixes ceiling
// and wall normals in an inner corner (e.g. ~(0,-0.97,-0.26)), which would fight the
// probed surface and flip the wall/ceiling classification frame to frame. Reset the
// accumulators regardless (OnControllerColliderHit refills them during Move).
if (!_isWallClimbing && _wallContactThisFrame && _wallNormalAccum.sqrMagnitude > 1e-6f)
_wallNormal = _wallNormalAccum.normalized;
_wallContactThisFrame = false;
_wallNormalAccum = Vector3.zero;
if (_isWallClimbing)
{
// Frozen on the wall while control is off (e.g. paint mode): keep the
// grip, no movement or gravity, so switching modes never drops us.
if (ControlEnabled)
ApplyWallClimbMovement(h, v, moveDir, jumpPressed, sprinting, Time.deltaTime);
else
_offsetDragging = false;
if (cameraOrbit)
cameraOrbit.LookSuppressed = _offsetDragging;
_horizontalVelocity = Vector3.zero; // drop ground momentum so resuming starts from rest
_isIdle = ControlEnabled && (h * h + v * v) <= 1e-4f; // attached & no climb input = holding a pose
_movingOnGround = false; // on a wall/ceiling, never ground locomotion
_isFalling = false; // attached to a surface, not falling
return;
}
// Ground pose-adjust (mouse): left button + vertical drag raises/lowers the mesh, right
// button + horizontal drag turns the body -- the wall scheme mirrored to the ground. Either
// pauses the camera orbit so the same drag isn't also spent orbiting. Gated to player control
// so it never fights painting (paint mode owns the left button).
bool groundYawDrag = false;
if (ControlEnabled)
groundYawDrag = HandleGroundPoseAdjust(h, v, Time.deltaTime);
else
_offsetDragging = false;
if (cameraOrbit)
cameraOrbit.LookSuppressed = _offsetDragging;
// Glide the leftover wall lean home and re-apply the composed mesh offset (residual lean +
// ground raise + pose y-offset) in this frame's single write of meshOffsetTarget.
EaseMeshOffsetToRest(Time.deltaTime);
// A ground normal steeper than the slope limit is too steep to stand on
// (also covers balancing on a sharp box edge).
float slopeAngle = Vector3.Angle(_groundNormal, Vector3.up);
bool onSteepSlope = slideDownSteepSlopes
&& GravityEnabled
&& _controller.isGrounded
&& slopeAngle > _controller.slopeLimit + 0.01f;
if (!GravityEnabled)
{
// Loading barrier freeze: no gravity or ground-stick, hold vertical velocity at rest so the
// avatar keeps its spawn position (movement input is already cut via ControlEnabled).
_verticalVelocity = 0f;
}
else
{
if (_controller.isGrounded)
{
if (_verticalVelocity < 0f)
_verticalVelocity = groundedStickVelocity;
// No jumping off a slope too steep to stand on.
if (jumpPressed && !onSteepSlope)
_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
_verticalVelocity += gravity * Time.deltaTime;
}
Vector3 slideVelocity = Vector3.zero;
if (onSteepSlope)
{
Vector3 slideDir = Vector3.ProjectOnPlane(Vector3.down, _groundNormal).normalized;
_slideSpeed = Mathf.Min(_slideSpeed + slideAcceleration * Time.deltaTime, maxSlideSpeed);
slideVelocity = slideDir * _slideSpeed;
moveDir *= slideControl; // reduced steering while sliding
}
else
{
_slideSpeed = 0f;
}
float currentSpeed = sprinting ? moveSpeed * sprintSpeedMultiplier : moveSpeed;
// Ease horizontal velocity toward the target so movement accelerates/decelerates
// instead of snapping. Accel while there is input, decel when it eases off.
Vector3 targetHorizontal = moveDir * currentSpeed;
float accelRate = moveDir.sqrMagnitude > 0.0001f ? acceleration : deceleration;
_horizontalVelocity = Vector3.MoveTowards(_horizontalVelocity, targetHorizontal, accelRate * Time.deltaTime);
Vector3 velocity = _horizontalVelocity + slideVelocity + Vector3.up * _verticalVelocity;
// Move fires OnControllerColliderHit, which refills the ground normal;
// fall back to "up" if nothing was hit.
_groundNormalUpdated = false;
_controller.Move(velocity * Time.deltaTime);
if (!_groundNormalUpdated)
_groundNormal = Vector3.up;
// Facing: first-person pins the body to the camera yaw (even while idle); otherwise turn toward
// the movement direction, unless the right-button turn is actively steering the body.
if (FaceYaw.HasValue)
{
transform.rotation = Quaternion.Euler(0f, FaceYaw.Value, 0f);
}
else if (rotateTowardMovement && !groundYawDrag && moveDir.sqrMagnitude > 0.0001f)
{
Quaternion target = Quaternion.LookRotation(moveDir, Vector3.up);
transform.rotation = Quaternion.RotateTowards(
transform.rotation, target, rotationSpeed * Time.deltaTime);
}
// Run animation: only while grounded and actually moving (airborne/sliding-blocked = idle).
// Real horizontal speed, so pushing into a wall (blocked) reads as idle, not foot-sliding.
Vector3 horizontalVel = _controller.velocity;
horizontalVel.y = 0f;
bool movingOnGround = _controller.isGrounded && horizontalVel.sqrMagnitude > RunningSpeedThresholdSqr;
_movingOnGround = movingOnGround;
_isIdle = ControlEnabled && _controller.isGrounded && !movingOnGround; // standing still on the floor
// Falling: airborne and descending past the threshold (wall-climb already returned above, so
// not-grounded here means free in the air). Scaled by player size like gravity/jump.
_isFalling = !_controller.isGrounded && _verticalVelocity < -fallAnimationSpeed * CapsuleScale;
}
/// <summary>
/// Kill-plane rescue: snap the avatar back to its captured spawn point and clear all momentum.
/// Owner-only; the authoritative NetworkTransform replicates the new position to remotes.
/// </summary>
private void RescueToSpawn()
{
CharacterTeleport.Move(_controller, transform, _spawnPosition);
_verticalVelocity = 0f;
_horizontalVelocity = Vector3.zero;
_climbVelocity = Vector3.zero;
_slideSpeed = 0f;
}
// Hunters may not grab a wall during the hide phase (they wait it out); every other role/phase climbs
// normally. The controller only runs for the local owner, so _setup is this avatar's own role.
private bool WallClimbBlockedNow()
{
var match = MatchManager.Instance;
return match && match.LocalSubPhase == MatchManager.MatchSubPhase.Hide
&& _setup && _setup.Role == PlayerRole.Hunter;
}
/// <summary>
/// Enters wall-climb mode only when the move input actively pushes into a wall (not on mere
/// contact). Leaving while climbing is handled in <see cref="ApplyWallClimbMovement"/>.
/// </summary>
private void UpdateWallClimbState(Vector3 moveDir)
{
if (_reentryCooldown > 0f)
_reentryCooldown -= Time.deltaTime;
if (!enableWallClimb || WallClimbBlockedNow())
{
if (_isWallClimbing)
ExitWallClimb();
return;
}
// Decide whether the contacted surface is being pushed into. A wall is grabbed by
// pushing the move input horizontally into it while not rising (mere contact, e.g.
// standing at a wall's base, must not grab). A ceiling can't be pushed into
// horizontally, so it is grabbed by rising up into it (jumping up against it).
bool pushingIn = false;
if (_wallContactThisFrame && _wallNormalAccum.sqrMagnitude > 1e-6f)
{
Vector3 surfaceNormal = _wallNormalAccum.normalized;
if (surfaceNormal.y < CeilingNormalThreshold)
pushingIn = _verticalVelocity > 0f;
else
pushingIn = moveDir.sqrMagnitude > 1e-4f
&& Vector3.Dot(moveDir.normalized, surfaceNormal) <= -wallGrabMinPush
&& _verticalVelocity <= 0f;
}
// Grab only under player control; once climbing we stay attached across control
// toggles (e.g. paint mode) so switching modes never drops us off the surface.
// The cooldown prevents instantly re-grabbing the edge we just mantled over.
if (!_isWallClimbing && ControlEnabled && pushingIn && _reentryCooldown <= 0f)
{
_isWallClimbing = true;
_wallNormal = _wallNormalAccum.normalized;
_onCeiling = _wallNormal.y < CeilingNormalThreshold;
_lostContactTimer = 0f;
_verticalVelocity = 0f;
_slideSpeed = 0f;
_wallOffset = 0f;
_groundOffset = 0f; // drop any ground pose-adjust raise so it doesn't ride onto the wall
_meshOffsetResidual = 0f; // fresh grab: the climb path owns the mesh, drop any leftover ease
_wallYaw = 0f;
_wallStrafeSign = 0;
_wallClimbSign = 0;
_climbLeftGround = false;
_climbVelocity = Vector3.zero; // start the climb ramp from rest
}
}
/// <summary>
/// Movement while climbing, walls and ceilings (distinguished by the surface normal). WALL: W/S
/// climb straight up/down, A/D strafe camera-relative, the body faces the wall; left-drag leans the
/// mesh via <see cref="_wallOffset"/> (capsule stays put), right-drag turns via <see cref="_wallYaw"/>.
/// CEILING: upright, WASD camera-relative in the horizontal plane like on the ground. The surface is
/// re-probed each frame; a wall's top edge mantles, climbing into an overhang hands off to the ceiling.
/// </summary>
private void ApplyWallClimbMovement(float h, float v, Vector3 moveDir, bool jumpPressed, bool sprinting, float dt)
{
_offsetDragging = false;
if (_mantling)
{
MantleOverEdge(dt);
return;
}
UpdateCeilingClass();
bool onCeiling = _onCeiling;
// Map W/S to UP/DOWN by which key pushes INTO the wall (like A/D's strafe sign): facing the wall
// that's W; with the camera on the wall's side (walking backward into it) it's S. Without the
// remap the grab (camera-relative) and the base-release (raw S) disagree and the climb flickers.
// Latched once per press; only walls remap (the ceiling crawl is already camera-relative).
// vEff is the effective climb axis used for every up/down test below.
bool climbing = Mathf.Abs(v) > 1e-4f;
if (!climbing)
_wallClimbSign = 0;
else if (_wallClimbSign == 0 && !onCeiling)
{
Vector3 camFwd = cameraTransform ? cameraTransform.forward : Vector3.zero;
camFwd.y = 0f;
// camFwd aligned with the outward wall normal = camera faces away from the wall, so
// forward (W) moves away from it and S is the into-wall, climb-up key.
_wallClimbSign = (cameraTransform && Vector3.Dot(camFwd, _wallNormal) > 0f) ? -1 : 1;
}
float vEff = _wallClimbSign != 0 ? v * _wallClimbSign : v;
// Jump detaches. Off a wall it pushes straight up; off a ceiling it just lets go and
// drops. Re-grab stays blocked appropriately by UpdateWallClimbState's push-in test.
if (jumpPressed)
{
ExitWallClimb();
_verticalVelocity = onCeiling ? 0f : Mathf.Sqrt(jumpHeight * -2f * gravity);
return;
}
// Wall->ceiling hand-off: while climbing up a wall into an overhang, switch to the
// ceiling right above the head instead of trying to mantle over a (non-existent) top.
if (!onCeiling && vEff > 0f
&& ProbeCeiling(out Vector3 ceilNormal, out float ceilHeadGap)
&& ceilHeadGap <= ceilingGrabDistance)
{
_wallNormal = ceilNormal;
_onCeiling = true;
onCeiling = true;
_wallOffset = 0f;
}
// Re-measure the surface each frame, probing the kind we're committed to. On a ceiling probe
// straight UP, NOT along -_wallNormal: in an inner corner that ray would clip the wall and
// demote us to "wall", the hand-off re-promotes next frame, and the body's facing flips ~9 deg
// every frame (the corner twitch). Stay latched until the ceiling is genuinely gone overhead.
bool found;
float gap;
if (onCeiling)
{
found = ProbeCeiling(out Vector3 ceilNormal2, out float ceilGap);
if (found)
{
_wallNormal = ceilNormal2;
gap = ceilGap;
_lostContactTimer = 0f;
}
else
{
found = ProbeWall(out Vector3 wallNormal, out gap);
if (found)
{
_wallNormal = wallNormal;
_lostContactTimer = 0f;
}
UpdateCeilingClass();
onCeiling = _onCeiling;
}
}
else
{
found = ProbeWall(out Vector3 probedNormal, out gap);
if (found)
{
_wallNormal = probedNormal;
_lostContactTimer = 0f;
UpdateCeilingClass();
onCeiling = _onCeiling;
}
}
// Topped out onto a slope: the climbed face has flattened into something walkable (no
// longer steep enough to be a wall). Hand back to normal grounded movement instead of
// clinging to a "wall" that is really just ground now.
if (found && !onCeiling && _climbLeftGround
&& Vector3.Angle(_wallNormal, Vector3.up) < wallMinAngle)
{
// Hop over the lip only when actually moving up onto the flattened face (a real
// top-out); if we reached it going down, just step off cleanly with no hop.
if (vEff > 0f) TopOutDetach();
else ExitWallClimb();
return;
}
Vector3 alongSurface;
if (onCeiling)
{
// Crawl across the ceiling in the horizontal plane, camera-relative (moveDir is
// already the ground-projected camera input); project onto the ceiling for safety.
alongSurface = Vector3.ProjectOnPlane(moveDir, _wallNormal);
}
else
{
// W/S climb straight up/down (camera pitch never tilts them). Strafe along the wall's own
// horizontal tangent, not live camera-right: that coupled movement to the orbit camera's
// per-frame re-aim and jittered sideways motion. The camera only picks the sign.
Vector3 wallUp = Vector3.ProjectOnPlane(Vector3.up, _wallNormal);
if (wallUp.sqrMagnitude > 1e-6f) wallUp.Normalize();
Vector3 wallRight = Vector3.Cross(_wallNormal, wallUp);
if (wallRight.sqrMagnitude > 1e-6f) wallRight.Normalize();
// Pick the strafe sign ONCE from the camera when a strafe begins, then hold it: re-deciding
// per frame flips wallRight while rounding a curved wall (at 90 deg to the camera the dot
// crosses zero and the input inverts frame-to-frame, locking you there). Resets when the
// strafe input releases so the next one re-syncs to the camera.
bool strafing = Mathf.Abs(h) > 1e-4f;
if (!strafing)
_wallStrafeSign = 0;
else if (_wallStrafeSign == 0)
_wallStrafeSign = (cameraTransform && Vector3.Dot(cameraTransform.right, wallRight) < 0f) ? -1 : 1;
if (_wallStrafeSign < 0)
wallRight = -wallRight;
alongSurface = wallUp * vEff + wallRight * h;
}
if (alongSurface.sqrMagnitude > 1f) alongSurface.Normalize();
bool hasMoveInput = (h * h + v * v) > 1e-4f;
if (!found)
{
_lostContactTimer += dt;
// Wall only: the center probe (incl. its horizontal fallback) losing the wall while climbing
// up, with wall still at the feet AND clear headroom above the center, is the top-edge
// signature. Confirm it briefly before committing: the mantle used to fire on the very first
// miss frame (zero tolerance, checked before the graced exit), so any transient center miss -
// a thin/narrow board or a VHACD hull gap the ray slips through - instantly triggered a mantle
// mid-face. AtWallTopEdge rejects such a gap spatially (multi-sample foot test + headroom
// check); the confirm window rejects it temporally (a transient miss re-acquires within a
// frame or two, resetting _lostContactTimer before wallTopOutConfirm elapses).
if (!onCeiling && alongSurface.y > 0f && AtWallTopEdge())
{
if (_lostContactTimer >= wallTopOutConfirm)
{
_mantling = true;
_mantleClearedFeet = false;
_mantleOverDist = 0f;
_mantleTimer = 0f;
MantleOverEdge(dt);
return;
}
// Within the confirm window: keep climbing (fall through) and re-probe next frame.
}
// Surface genuinely gone (incl. crawling off a ceiling edge): leave after grace,
// dropping into normal gravity.
else if (_lostContactTimer >= wallExitGrace)
{
ExitWallClimb();
return;
}
}
// Left drag = signed lean (moves only the visual mesh, so it can sink into the wall where the
// capsule can't); right drag = body turn (WALL: held yaw offset from the wall normal; CEILING:
// rotates the transform directly). The lean eases home while moving; either drag pauses the orbit.
bool offsetDrag = found && InputUtil.LeftMouseHeld();
bool yawDrag = found && InputUtil.RightMouseHeld();
if (offsetDrag || yawDrag)
{
_offsetDragging = true;
Vector2 drag = InputUtil.ReadMouseDelta();
if (offsetDrag)
_wallOffset = Mathf.Clamp(_wallOffset - drag.y * wallOffsetSensitivity, -wallMaxInset, wallMaxOffset);
if (yawDrag)
{
if (onCeiling)
transform.Rotate(0f, drag.x * wallRotateSensitivity, 0f, Space.World);
else
_wallYaw += drag.x * wallRotateSensitivity;
}
}
if (!offsetDrag && hasMoveInput)
{
_wallOffset = Mathf.MoveTowards(_wallOffset, 0f, wallOffsetReturnSpeed * dt);
}
ApplyMeshOffset(_wallOffset);
float climbSpeed = moveSpeed * wallClimbSpeedMultiplier;
if (sprinting) climbSpeed *= sprintSpeedMultiplier;
// Ramp the along-surface velocity instead of snapping: a brief tap moves only a little (precise
// placement). Sprint scales the accel too, so it reaches its higher speed just as quickly;
// releasing decelerates at the ground rate for a prompt, controllable stop.
Vector3 targetAlong = alongSurface.sqrMagnitude > 1e-6f
? alongSurface.normalized * climbSpeed
: Vector3.zero;
float climbAccel = targetAlong.sqrMagnitude > 1e-6f
? wallClimbAcceleration * (sprinting ? sprintSpeedMultiplier : 1f)
: deceleration;
_climbVelocity = Vector3.MoveTowards(_climbVelocity, targetAlong, climbAccel * dt);
Vector3 velocity = _climbVelocity;
if (found)
{
// Smoothly hold the capsule one skin-width off the surface (flush): the lean offset no
// longer moves the capsule (only the visual mesh), so it always rests against the wall.
// The controller's depenetration never fights back, so there's no buzz and no quantizing
// deadzone is needed. Exponential follow keeps it framerate-stable; clamp guards spikes.
float maxPerpSpeed = 8f * CapsuleScale;
float gapError = _controller.skinWidth * CapsuleScale - gap;
float follow = 1f - Mathf.Exp(-wallOffsetFollow * dt);
velocity += _wallNormal * Mathf.Clamp(gapError * follow / dt, -maxPerpSpeed, maxPerpSpeed);
}
_controller.Move(velocity * dt);
// Reaching walkable ground detaches. The top-out hop fires ONLY when topping out upward
// (vEff > 0); descending to the floor, or pressing away (vEff < 0) at the base while grounded,
// lets go cleanly with no hop - the latter is the only detach that doesn't require having left
// the ground first, so a wall grabbed at its base can be released by pressing away. Walkable
// ground is probed under the feet rather than trusting isGrounded (the standoff correction can
// lift the capsule just off the surface, so at a slope's top isGrounded stays false).
bool onWalkableGround = _controller.isGrounded || WalkableGroundBelow();
if (!onWalkableGround)
{
_climbLeftGround = true;
}
else if (_climbLeftGround && vEff > 0f)
{
TopOutDetach();
return;
}
else if (_climbLeftGround || vEff < 0f)
{
ExitWallClimb();
return;
}
if (rotateTowardMovement)
{
if (onCeiling)
{
// Stay upright and face the horizontal move direction, like on the ground -- unless
// the right-button turn is actively steering the body (then the manual yaw holds).
if (!yawDrag)
{
Vector3 dir = alongSurface;
dir.y = 0f;
if (dir.sqrMagnitude > 1e-4f)
{
Quaternion target = Quaternion.LookRotation(dir.normalized, Vector3.up);
transform.rotation = Quaternion.RotateTowards(
transform.rotation, target, rotationSpeed * dt);
}
}
}
else
{
// Face the wall (forward = into the wall), turned by the held mouse-drag yaw.
// On leaving, the ground rotation eases the body back to its movement direction.
Vector3 faceWall = -_wallNormal;
faceWall.y = 0f;
if (faceWall.sqrMagnitude > 0.0001f)
{
Vector3 dir = Quaternion.AngleAxis(_wallYaw, Vector3.up) * faceWall.normalized;
transform.rotation = Quaternion.LookRotation(dir, Vector3.up);
}
}
}
}
/// <summary>
/// Updates the latched wall/ceiling classification with hysteresis on the surface normal's
/// downward tilt. In the inner corner the live normal jitters across the single threshold; the
/// band keeps the climb mode (and the body yaw it drives) from flipping frame to frame.
/// </summary>
private void UpdateCeilingClass()
{
if (_onCeiling)
{
if (_wallNormal.y > CeilingExitThreshold) _onCeiling = false;
}
else if (_wallNormal.y < CeilingEnterThreshold)
{
_onCeiling = true;
}
}
/// <summary>
/// Offsets only the visual model (mesh + its baked paint collider) along the wall normal by the
/// given signed distance (+ = out, - = into the wall), relative to its authored local position.
/// The capsule is untouched, so the lean can sink into the wall where the capsule would be blocked.
/// </summary>
private void ApplyMeshOffset(float offset) => SetMeshLean(_wallNormal, offset);
/// <summary>
/// Places the visual model at the given signed lean along <paramref name="dir"/> (world space),
/// relative to its authored local pose. Local-space conversion tracks the live body yaw.
/// </summary>
private void SetMeshLean(Vector3 dir, float offset)
{
if (!meshOffsetTarget) return;
Vector3 worldOffset = dir * offset;
meshOffsetTarget.localPosition = _meshBaseLocalPos
+ transform.InverseTransformVector(worldOffset)
+ Vector3.up * _groundOffset; // ground mouse raise (0 unless in use)
}
/// <summary>
/// Re-applies the resting mesh offset every non-climbing frame in a single write: eases the
/// leftover wall lean home (along the latched exit normal) while composing in the ground raise.
/// Writing unconditionally keeps this the sole owner of the offset transform.
/// </summary>
private void EaseMeshOffsetToRest(float dt)
{
if (_meshOffsetResidual != 0f)
_meshOffsetResidual = Mathf.MoveTowards(_meshOffsetResidual, 0f, wallOffsetReturnSpeed * dt);
SetMeshLean(_meshOffsetExitNormal, _meshOffsetResidual);
}
/// <summary>
/// Ground pose-adjust, mirroring the wall-climb mouse scheme: LEFT drag raises/lowers the visual
/// mesh (<see cref="_groundOffset"/>, capsule untouched), RIGHT drag turns the body. The raise
/// eases back while moving and holds while standing; the turn persists until movement re-aims the
/// body. Returns true while a right-button turn is active so the caller skips
/// rotate-toward-movement that frame. The call site gates on ControlEnabled (paint mode owns the left button).
/// </summary>
private bool HandleGroundPoseAdjust(float h, float v, float dt)
{
_offsetDragging = false;
bool offsetDrag = InputUtil.LeftMouseHeld();
bool yawDrag = InputUtil.RightMouseHeld();
bool hasMoveInput = (h * h + v * v) > 1e-4f;
if (offsetDrag || yawDrag)
{
_offsetDragging = true;
Vector2 drag = InputUtil.ReadMouseDelta();
if (offsetDrag)
_groundOffset = Mathf.Clamp(
_groundOffset + drag.y * wallOffsetSensitivity, -wallMaxInset, wallMaxOffset);
if (yawDrag)
transform.Rotate(0f, drag.x * wallRotateSensitivity, 0f, Space.World);
}
// The raise eases home only while actually moving; standing still holds it for posing.
if (!offsetDrag && hasMoveInput)
_groundOffset = Mathf.MoveTowards(_groundOffset, 0f, wallOffsetReturnSpeed * dt);
return yawDrag;
}
/// <summary>
/// Resizes the CharacterController capsule (center Y, radius, height) to the active pose's dimensions,
/// driven by <see cref="PlayerPoseController"/> so a low pose can fit where the default standing capsule
/// is too tall. Only the collision capsule changes — the visual model and camera target are untouched.
/// Cached so an unchanged value skips the write (a resize re-bakes the capsule internally).
/// </summary>
public void SetCapsule(float centerY, float radius, float height)
{
Vector3 c = _controller.center;
if (c.y == centerY && _controller.radius == radius && _controller.height == height) return;
c.y = centerY;
_controller.center = c;
_controller.radius = radius;
_controller.height = height;
}
/// <summary>
/// Places the camera target (the ThirdPersonCamera's follow/look target) at the given local-up
/// offset relative to its authored local position, without moving the body. Driven by
/// <see cref="PlayerPoseController"/> with the active pose's camera y-offset plus the ceiling offset;
/// 0 restores the authored target height. Cached so an unchanged value skips the write.
/// </summary>
public void SetCameraTargetLocalYOffset(float y)
{
if (!cameraTarget || _cameraYOffset == y) return;
_cameraYOffset = y;
cameraTarget.localPosition = _cameraTargetBaseLocalPos + Vector3.up * y;
}
// The CharacterController's serialized center/radius/height are authored at the player's base
// (scale-1) size; transform.localScale resizes the ACTUAL collision capsule via lossyScale but
// leaves those serialized numbers untouched. Every climb probe below raycasts in WORLD space, so
// it must use the scaled (world) capsule dimensions and scale its world-distance paddings too --
// otherwise the wall grab range, head-to-ceiling gap and mantle distance are all measured at the
// authored size on a shrunk/grown player (PlayerScaler scales the tunables but not these probes).
// Uniform player scale is enforced by PlayerScaler, so a single lossyScale component suffices.
private float CapsuleScale => transform.lossyScale.y;
private Vector3 WorldCapsuleCenter => transform.TransformPoint(_controller.center);
private float WorldRadius => _controller.radius * CapsuleScale;
private float WorldHalfHeight => _controller.height * 0.5f * CapsuleScale;
private const float ProbeReachSlack = 0.5f; // extra ray length beyond the capsule surface (scale-1 units)
// Horizontal-only fallback samples for ProbeWall: fractions of the capsule radius along the wall's
// horizontal tangent. Fired ONLY when the zero-width center ray misses (thin/narrow boards the center
// line slips past). Horizontal-only on purpose: sideways offsets keep the same height as the center,
// so a real top-edge still misses on ALL samples -> the top-out mantle (which lives under !found) is
// untouched. A vertical-down offset would keep found=true over the lip and defeat mantling.
private static readonly float[] WallProbeTangentSamples = { 0.9f, -0.9f, 0.5f, -0.5f };
/// <summary>
/// True if the collider belongs to ANY player avatar (self or a networked remote): avatars still
/// collide physically, but another chameleon's body must never register as climbable. Finds the
/// controller even on remotes, where the component is disabled (GetComponentInParent only checks
/// the GameObject's active state, not the component's enabled flag).
/// </summary>
private static bool IsPlayerCollider(Collider c) => c.GetComponentInParent<PlayerCharacterController>();
/// <summary>
/// True if the collider is tagged as non-climbable (<see cref="noClimbTag"/>): every climb probe
/// and the grab detector skip it, so such a wall/ceiling blocks the capsule but is never grabbed,
/// re-probed onto, or treated as a ceiling. Empty/unset tag disables the check (never throws).
/// </summary>
private bool IsNoClimb(Collider c) => !string.IsNullOrEmpty(noClimbTag) && c && c.CompareTag(noClimbTag);
/// <summary>
/// Raycasts from the character center toward the surface (along -_wallNormal) to find the
/// current normal and the gap (surface clearance) to it. The capsule's support distance
/// along the probe direction is the radius sideways but up to the half-height vertically,
/// so the gap is correct for ceilings too. Our own colliders are skipped. False = no hit.
/// </summary>
private bool ProbeWall(out Vector3 normal, out float gap)
{
Vector3 origin = WorldCapsuleCenter;
Vector3 dir = -_wallNormal;
float extent = CapsuleExtent(dir);
float maxDist = extent + wallMaxOffset + ProbeReachSlack * CapsuleScale;
// Center ray first: unchanged behaviour on ordinary walls (no regression).
if (NearestClimbHit(origin, dir, maxDist, extent, ceilingOnly: false, out normal, out gap))
return true;
// Fallback: the zero-width center ray slips past thin/narrow boards whenever the capsule
// drifts a hair sideways (which is why standing still drops you - the volumetric re-grab that
// masks it needs move input). Sample a few origins spread across the capsule's horizontal
// footprint; the offsets are perpendicular to dir, so gap/normal stay consistent on a flat face.
Vector3 wallUp = Vector3.ProjectOnPlane(Vector3.up, _wallNormal);
wallUp = wallUp.sqrMagnitude > 1e-6f ? wallUp.normalized : Vector3.up;
Vector3 wallRight = Vector3.Cross(_wallNormal, wallUp);
if (wallRight.sqrMagnitude <= 1e-6f)
{
normal = _wallNormal;
return false;
}
wallRight.Normalize();
float radius = WorldRadius;
bool foundAny = false;
float bestGap = float.MaxValue;
Vector3 bestNormal = _wallNormal;
for (int i = 0; i < WallProbeTangentSamples.Length; i++)
{
Vector3 o = origin + wallRight * (WallProbeTangentSamples[i] * radius);
if (NearestClimbHit(o, dir, maxDist, extent, ceilingOnly: false, out Vector3 n, out float g)
&& g < bestGap)
{
bestGap = g;
bestNormal = n;
foundAny = true;
}
}
if (foundAny)
{
normal = bestNormal;
gap = bestGap;
return true;
}
normal = _wallNormal;
return false;
}
/// <summary>
/// Capsule support distance from the center along a unit direction: the radius sideways,
/// the half-height straight up/down, interpolated by the vertical component in between.
/// </summary>
private float CapsuleExtent(Vector3 dir)
{
float radius = WorldRadius;
return radius + Mathf.Abs(dir.y) * (WorldHalfHeight - radius);
}
/// <summary>
/// Raycasts straight up from the center to find a ceiling overhead and its head clearance
/// (top of the capsule to the surface). Only downward-facing (ceiling) hits count.
/// </summary>
private bool ProbeCeiling(out Vector3 normal, out float gap)
{
Vector3 origin = WorldCapsuleCenter;
float half = WorldHalfHeight;
float maxDist = half + wallMaxOffset + ProbeReachSlack * CapsuleScale;
if (NearestClimbHit(origin, Vector3.up, maxDist, half, ceilingOnly: true, out normal, out gap))
return true;
normal = Vector3.down;
return false;
}
/// <summary>
/// Raycasts along <paramref name="dir"/> and returns the nearest hit that a climb probe accepts
/// (player avatars and no-climb surfaces never count; <paramref name="ceilingOnly"/> additionally
/// rejects non-ceiling normals). <paramref name="gap"/> is the clearance beyond the capsule's
/// support <paramref name="extent"/> along the probe direction. False = no valid hit
/// (<paramref name="normal"/>/<paramref name="gap"/> are then zero; callers supply their fallback).
/// </summary>
private bool NearestClimbHit(Vector3 origin, Vector3 dir, float maxDist, float extent,
bool ceilingOnly, out Vector3 normal, out float gap)
{
normal = Vector3.zero;
gap = 0f;
int count = Physics.RaycastNonAlloc(
origin, dir, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
WarnIfProbeSaturated(count);
float best = float.MaxValue;
bool found = false;
for (int i = 0; i < count; i++)
{
if (IsPlayerCollider(_wallProbe[i].collider) || IsNoClimb(_wallProbe[i].collider))
continue;
if (ceilingOnly && _wallProbe[i].normal.y >= CeilingNormalThreshold) // not a ceiling
continue;
if (_wallProbe[i].distance < best)
{
best = _wallProbe[i].distance;
normal = _wallProbe[i].normal;
found = true;
}
}
if (found)
gap = Mathf.Max(0f, best - extent);
return found;
}
private void WarnIfProbeSaturated(int hitCount)
{
if (hitCount != _wallProbe.Length || _wallProbeSaturated) return;
_wallProbeSaturated = true;
Debug.LogWarning($"PlayerCharacterController: climb probe buffer saturated ({hitCount}); the nearest surface may be missed.", this);
}
/// <summary>
/// Pulls the character up and over the wall's top edge: phase 1 rises until the
/// capsule clears the edge, phase 2 moves forward onto the surface, then exits.
/// A short re-grab cooldown stops the passed edge from re-triggering a climb.
/// </summary>
private void MantleOverEdge(float dt)
{
_mantleTimer += dt;
float speed = moveSpeed * wallMantleSpeedMultiplier;
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(WorldHalfHeight))
_mantleClearedFeet = true;
}
else
{
// Phase 2: move forward onto the top surface, then finish.
_controller.Move(forward * (speed * dt));
_mantleOverDist += speed * dt;
if (_mantleOverDist >= WorldRadius * 2f + 0.15f * CapsuleScale || _controller.isGrounded)
{
_reentryCooldown = TopOutRegrabCooldown;
ExitWallClimb();
return;
}
}
// Safety: never mantle indefinitely (e.g. blocked by other geometry).
if (_mantleTimer >= 2f)
{
_reentryCooldown = TopOutRegrabCooldown;
ExitWallClimb();
}
}
/// <summary>
/// Horizontal ray toward the wall from a point below the center. Distinguishes a
/// top edge (wall still present lower down) from the wall being truly gone.
/// </summary>
private bool WallInFront(float downOffset)
{
Vector3 origin = WorldCapsuleCenter - Vector3.up * downOffset;
float maxDist = WorldRadius + wallMaxOffset + ProbeReachSlack * CapsuleScale;
int count = Physics.RaycastNonAlloc(
origin, -_wallNormal, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
WarnIfProbeSaturated(count);
for (int i = 0; i < count; i++)
{
if (IsPlayerCollider(_wallProbe[i].collider) || IsNoClimb(_wallProbe[i].collider))
continue;
return true;
}
return false;
}
/// <summary>
/// The hardened top-edge test that gates the mantle: a genuine wall top edge still has wall at the
/// feet but is clear at (already known: the failed <see cref="ProbeWall"/>) and just above the
/// center. Both wall tests sample the whole horizontal footprint (not just the center line), so a
/// narrow board isn't a false negative at the feet; the headroom sample above the center is the key
/// discriminator against a mid-face VHACD hull gap - there the wall continues above the gap the
/// center ray slipped through, so this returns false and no mantle fires.
/// </summary>
private bool AtWallTopEdge()
{
return WallPresentAtOffset(-WorldHalfHeight) // wall still below (feet)
&& !WallPresentAtOffset(WorldHalfHeight * 0.5f); // but clear above the center -> real top
}
/// <summary>
/// Multi-sample horizontal wall test at a vertical offset from the capsule center (positive = above):
/// like <see cref="WallInFront"/> but sampling across the capsule's horizontal footprint, so a thin
/// board or hull gap under the center line doesn't read as "no wall". True if ANY sample hits a
/// climbable surface.
/// </summary>
private bool WallPresentAtOffset(float upOffset)
{
Vector3 baseOrigin = WorldCapsuleCenter + Vector3.up * upOffset;
Vector3 dir = -_wallNormal;
float maxDist = WorldRadius + wallMaxOffset + ProbeReachSlack * CapsuleScale;
if (WallHitAt(baseOrigin, dir, maxDist)) return true;
Vector3 wallUp = Vector3.ProjectOnPlane(Vector3.up, _wallNormal);
wallUp = wallUp.sqrMagnitude > 1e-6f ? wallUp.normalized : Vector3.up;
Vector3 wallRight = Vector3.Cross(_wallNormal, wallUp);
if (wallRight.sqrMagnitude <= 1e-6f) return false;
wallRight.Normalize();
float radius = WorldRadius;
for (int i = 0; i < WallProbeTangentSamples.Length; i++)
{
if (WallHitAt(baseOrigin + wallRight * (WallProbeTangentSamples[i] * radius), dir, maxDist))
return true;
}
return false;
}
/// <summary>Single climbable-surface hit test along a ray; skips player/no-climb colliders.</summary>
private bool WallHitAt(Vector3 origin, Vector3 dir, float maxDist)
{
int count = Physics.RaycastNonAlloc(
origin, dir, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
WarnIfProbeSaturated(count);
for (int i = 0; i < count; i++)
{
if (IsPlayerCollider(_wallProbe[i].collider) || IsNoClimb(_wallProbe[i].collider))
continue;
return true;
}
return false;
}
/// <summary>
/// Short downward ray from the capsule center: true when walkable ground (angle within the
/// controller's slope limit) sits within step range below the feet. Used to top out of a
/// climb back onto solid ground without trusting isGrounded, which the standoff correction
/// can falsify by lifting the capsule slightly off the surface.
/// </summary>
private bool WalkableGroundBelow()
{
Vector3 origin = WorldCapsuleCenter;
float maxDist = (_controller.center.y + _controller.stepOffset) * CapsuleScale;
int count = Physics.RaycastNonAlloc(
origin, Vector3.down, _wallProbe, maxDist, ~0, QueryTriggerInteraction.Ignore);
WarnIfProbeSaturated(count);
float best = float.MaxValue;
Vector3 normal = Vector3.up;
bool found = false;
for (int i = 0; i < count; i++)
{
if (IsPlayerCollider(_wallProbe[i].collider))
continue;
if (_wallProbe[i].distance < best)
{
best = _wallProbe[i].distance;
normal = _wallProbe[i].normal;
found = true;
}
}
return found && Vector3.Angle(normal, Vector3.up) <= _controller.slopeLimit;
}
/// <summary>
/// Detaches at the top of a climbed wall/slope with an upward hop, so holding W carries the
/// player over the lip onto the ledge instead of dropping back onto the face (which would
/// re-grab and stall). The re-grab cooldown spans the hop, and the grab test only fires when
/// not rising (<see cref="UpdateWallClimbState"/>), so the hop is never cut short.
/// </summary>
private void TopOutDetach()
{
_reentryCooldown = TopOutRegrabCooldown;
ExitWallClimb();
if (wallTopOutBoost > 0f)
_verticalVelocity = Mathf.Sqrt(wallTopOutBoost * -2f * gravity);
}
/// <summary>Leaves wall-climb mode and resets vertical velocity so the player falls cleanly.</summary>
private void ExitWallClimb()
{
_isWallClimbing = false;
_onCeiling = false;
_lostContactTimer = 0f;
_verticalVelocity = 0f;
_climbVelocity = Vector3.zero;
// Hand the current lean off to the residual so it eases home (EaseMeshOffsetToRest)
// instead of snapping; latch the normal since the live one may shift after detaching.
_meshOffsetResidual = _wallOffset;
_meshOffsetExitNormal = _wallNormal;
_wallOffset = 0f;
_wallYaw = 0f;
_wallStrafeSign = 0;
_wallClimbSign = 0;
_offsetDragging = false;
_climbLeftGround = false;
_mantling = false;
_mantleClearedFeet = false;
_mantleOverDist = 0f;
_mantleTimer = 0f;
}
/// <summary>
/// Collects contact normals during Move: wall/ceiling contacts feed the
/// wall-climb detector, the flattest upward contact becomes the ground normal.
/// </summary>
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (enableWallClimb && !IsNoClimb(hit.collider))
{
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;
// Keep the flattest (most supportive) contact seen this frame.
if (!_groundNormalUpdated || hit.normal.y > _groundNormal.y)
{
_groundNormal = hit.normal;
_groundNormalUpdated = true;
}
}
}