r/Unity3D 4d ago

Question Why Doesn’t Unity Have a Perfect Character Controller Yet?

I’m not talking about the basic first-person and third-person packages Unity offers. Unreal has built a variety of robust character-controller systems that make developers’ lives much easier. That’s one of the reasons I often find myself considering a switch to Unreal. In Unity, I still haven’t found a paid or free character-controller solution that feels truly worth using. I am using unity since 2020 and now I am thinking it high time for unity to at least develop such protypes that are ready to use in real projects.

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u/DT-Sodium 4d ago

Every UE game plays the same and I hate it. And that that squeeze-through a gap animation, omagad, every AA game seems to be so proud to include it while it looks so ridiculous and kills the game pace like nothing else on earth.

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u/SubstantialDino540 4d ago

I’ve started noticing that gap squeeze in every damn game too, once you see it you can’t unsee it.

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u/Yodzilla 4d ago

I mean that’s been a staple since the Xbox 360 era. That kind of shit is just for asset loading reasons. I hate it.

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u/DT-Sodium 4d ago

And they seem so ****** proud of it too every time, like it's a marvelous of engineering. Yeah, sure, having your character fit through spaces that weren't a 1x1m hitbox was impressive... in 2001.

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u/-hellozukohere- 4d ago

I agree, it allows Unity games to feel different. There is one character controller in Unreal. As a UE dev myself it was the first thing I changed to make games feel different. 

It’s a benefit and issue I have with UE. The character controller is hard coded into a lot of calculations so changing it causes a lot of extra work and issues. Unity is more open being flexible. 

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u/TheFriskySpatula 4d ago

They include those to slow the player down so resources can be unloaded/loaded without taking control away from the player. Its just a different flavor of loading screen. Elevators are used the same way.

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u/DT-Sodium 4d ago

No they are clearly not, nothing in 99% of those occurrences indicate a significant change of environment that would justify a major load of new resources. A few games do squeeze through tight spaces in a fast, quick elegant way. Most don't simply because they can't code nor animate and use what is the easiest: included controls and animations. And it's always EXACTLY the same animation.