Player Controllers

This is the character type that is controller by the player controls via keyboard, mouse, gamepad, or touch. There are several ways in which the Actor (character) and the Camera can be controlled. plyGame has a few build-in options but there might also be plugins that provide further options. Always read the documentation for the option you’ve selected and make sure to not add components that might conflict. For example, you should not have both the 3rd person and top-down player controllers on a player character object.

You might also be interested in the Player Manager page.

Some character controllers might also require a character animation controller be added while other might have this animation control build in. Refer to the relevant section to learn if the character needs additional components to function properly.

You will note that the player has mouse and button selection related options. The selection system also ties into a system that can automatically display a marker on the selected character (or object). This can be set up in the Markers Editor.


Interact System

The player can interact with other characters and objects. What can be interacted with will depend on the object type but generally include NPCs, Interact Objects, and Items. The settings, in player controllers, that allows you to specify what and how objects are selected also determine what can be interacted with. When interaction is started the character will be set in a controlled state which will prevent movement except if you specify otherwise in the player controller settings, where supported. Interaction can be force stopped through the Interaction related Blocks. There are also Event related to interaction, which can be found under plyGame > Actor and plyGame > Object.


Action Slots

The player controllers have a property named, Action Slot Count (set it to 0 to disable this action slots). This can be changed to the number of action slots available on the character. Action Slots are used to “equip” Skills and Items. With Items this would normally be Items that has the use-from-bag option like Health Potions. Action Slots starts at (0) for the first slot, then (1) for the second, (2) for the 3rd, and so on.

Action Slots 0 to 9 uses the Input Binds, Action1, Action2, etc by default. You can use Blocks to change what Input Binds are used. You can also trigger an action via Blocks, for example when a button in your user interface was pressed that represents an action slot. Note that the default binds are initialised during the player’s Start Event, so do not add your own binds during the Start Event but rather use the State Enter Event.

There are various Blocks under Character > Action Slots to interact with the Actions Slots.


Top-Down

The top-down controller provides a player controller where you can use either the keyboard to move the character or mouse click/ hold to move it. The recommended camera gives a view-point similar to what you find top-down RPG games like Diablo or Torchlight. The following video will give you an idea of how this controller works.

To create a character with this controller, select the character object and then from the Component menu, select: plyGame > Character > Player > Top-Down Controller. This will add the Actor, Character Controller, and Top-Down Controller to the object.

Additional Components

Settings


Top-Down NAV

The top-down nav controller provides a player controller where you can use the mouse click/ hold to move the character. The Unity NavAgent is used to move the character so it will navigate around on the baked navmesh. The recommended camera gives a view-point similar to what you find top-down RPG games like Diablo or Torchlight.

To create a character with this controller, select the character object and then from the Component menu, select: plyGame > Character > Player > Top-Down Nav Controller. This will add the Actor, NavMeshAgent, and Top-Down Nav Controller to the object.

Additional Components

You might want to place the Nav Mesh Obstacle component onto any NPC character that does not make use of the Pro Move controller or another controller that uses a NavMesh Agent component to function.

Settings


3rd Person

The 3rd Person controller provide a controller similar to what you find in popular online games like WoW, Rift and FFXIV. The player uses the keyboard or game-pad to move the character and the mouse or game-pad to turn the character. The recommended 3rd person camera allows the player to zoom, tilt and rotate the camera freely around the character. Have a look at the following video to see how this controller works.

To create a character with this controller, select the character object and then from the Component menu, select: plyGame > Character > Player > Third Person Controller. This will add the Actor, Character Controller, and Third Person Controller to the object.

Additional Components

Settings

--eof--