com.unity.charactercontroller 1.1.0-exp.10
Source docsNotes: processedReleased November 23, 2023
Unity Compatibility
Minimum Unity: 2022.3 (0f1)
Package Dependencies
- com.unity.entities (1.1.0-pre.3)
- com.unity.modules.physics (1.0.0)
- com.unity.modules.uielements (1.0.0)
- com.unity.physics (1.1.0-pre.3)
✨ Features
📈 Improvements
- Refactoring of "Standard Characters" sample in order to make them easier to convert to netcode.
- Uniform scaling of character entities at runtime, using the `LocalTransform.Scale` value, is now supported. Note that since characters are physics objects, any uniform scale set in authoring will be baked to an entity with a `LocalTransform.Scale` of 1.
- `KinematicCharacterAspect` query functions now take character scale as parameter.
- Removed core character components from the required entity query for character interpolation system updates. This allows any entity with `CharacterInterpolation` and transform components to re-use the character's interpolation strategy.
🔧 Bug Fixes
- Added checks to validate the presence of components on entities before accessing them in `KinematicCharacterDeferredImpulsesJob`
- Changed fixed-step character interpolation job to take into account only entities with the enabled `Simulate` component (fixed interpolation issue in netcode contexts).
- Fixed an incorrect calculation of character decollision vectors under certain circumstances.
⚡ API Changes
- The `KinematicCharacterVariableUpdateGroup` was removed, since there are cases where it is important for this group to be user-defined in order to have better control over when it updates. In order to replace it, add these rules to your systems (or create a new systems group that has these rules):
- - `[UpdateInGroup(typeof(SimulationSystemGroup))]`
- - `[UpdateAfter(typeof(FixedStepSimulationSystemGroup))]`
- - `[UpdateBefore(typeof(TransformSystemGroup))]`
- ### Security
