CREATE YOUR WORLD
Players & Characters: Basic
ZEPETO Character Controller
8min
the zepeto charactercontroller provides functionalities like movement and camera control for the zepeto characters loaded into a scene to leverage the charactercontroller, one must write the zepeto character creation script and then load the character into the scene please refer to the following guide \[ creating a zepeto character docid k4o tkiw83wg jhy0isa ] given that the charactercontroller has pre defined character control key mappings compatible with both pc and mobile inputs, any character loaded can be instantly maneuvered within the scene, regardless of platform in a pc environment, the character and camera can be controlled via keyboard and mouse conversely, in a mobile environment, character and camera operation is achievable through a virtual pad, as illustrated in the screenshot below you have the flexibility to modify the default settings of the charactercontroller 👍 the following input interfaces are supported for character control pc move keyboard arrows, wasd jump space double jump (left) shift zoom mouse wheel rotate screen drag mobile move (bottom left screen)virtual pad jump (bottom right screen)virtual pad button zoom (two fingers)screen drag rotate (one finger)screen drag you have the flexibility to modify the default settings of the charactercontroller by selecting the created zepetoplayers object in the hierarchy window, the inspector allows you to view and adjust the applied controller settings per parameter the zepeto camera is designed to focus on the upper head portion of the localplayer upon creation and continues to follow during camera/character movement let's dive into the specifics of each item camera parameter name description prefab this tracks the local player look offset standard location for camera focusing (based on character head) zoom (max) zoom out maximum range zoom (min) zoom in maximum range zoom speed (base speed) zoom in/out speed (for input value) zoom speed (damp speed) zoom in/out's speed interpolation value (for deltatime) rotation (max angle) (vertical + direction) rotation limit range rotation (min angle) (vertical direction) rotation limit range rotation (lock x axis) (vertical direction) whether rotation is locked or not rotation speed(base) rotation speed (for input value) rotation speed(damp) rotation speed interpolation value (for deltatime) collision layer layer to which camera collision is applied \ layer set to player layer does not apply use character culling when checked, character culling is applied when the camera collides with the character character parameter name description slope limit the steepest slope the character can ascend step offset the highest barrier a character can overcome min move distance defines the smallest gap the character can move shadow visual representation of the character's shadow animationcontroller animator controller for character walk speed movement speed of the walk input event run speed movement speed of the run input event jump power jump height of the jump input event walk / run threshold walk/run reference value (0 1) applied, for moving input \ run threshold reference value used to switch to walk → run motion \ walk threshold maximum reference value to which the acceleration of the walk motion is applied doublejump allows double jump if checked \ if double jump condition is checked, the default input for double jump is left shift moveturn allows moveturn if checked \ when enabled, the instantaneous (0 1 sec interval) rotation angle of the character is greater than 90 degrees landing allows landing if checked \ toggle the landing state visible when the zepeto character lands from a height \ if you prefer an immediate movement after a fall, set the use landing option to off landingroll allows landing roll if checked \ if landing roll condition is checked, the character will roll if the vertical velocity exceeded 18 units upon landing, if there is horizontal input, the landing roll motion wil be triggered some parameters align with unity's character controller component settings for further clarity, kindly refer to the linked documentation 📘 unity charactercontroller https //docs unity3d com/2020 3/documentation/scriptreference/charactercontroller html https //docs unity3d com/2020 3/documentation/scriptreference/charactercontroller html if you wish to programmatically manipulate the character controller attributes during runtime, please consult the api documentation please refer to the following guide \[ zepeto character controller api https //developer zepeto me/docs/character controller/ ] control parameter name description event system the event system processes user inputs and conveys them to the ui components it handles interactions like button clicks, drags, drops, etc use default input asset use default input asset toggle \ if unchecked, manipulation via the keyboard becomes impossible use default v pad controller v pad use toggle \ unchecking renders v pad controls inaccessible vertical controller v pad controller prefab for vertical screen orientation horizontal controller v pad controller prefab for horizontal screen orientation floating ui (onapp) when playing through the app, you can choose whether to expose the ui related to the character parameter name description miniprofile when clicking on a character, whether to expose the mini profile pop up ui nickname (me) whether to expose my character nickname ui nickname (others) whether to expose other characters' nickname ui bubblechat (me) whether to expose my character's bubble chat ui bubblechat (others) whether to expose other characters' bubble chat ui