justingirard
New member
Hello! Looking for a perspective on swapping out the character controller. Meaning, I love the UCC items, abilities, and animator, but I do not love the kinematics and world dynamics. Because I am doing a huge deep dive and hoping to "go deep", and realized how large the UCC Physics component is -- I am hoping to side step this and build on something simpler.
I got this running easily:
- https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131#reviews
My idea right now is to rely on the KCC for physics and world events, and route those events to UCC for animation and IK (via Final IK). I want to know if this is just totally impossible, or if this is in principle possible. Any thoughts would be appreciated.
In this world, KCC would be kind of the "core player" engine, in charge of world, physics, whereas UCC would be relegated to (what I feel) it is best at: Abilities, animations, Inventory, health.
Thoughts?
I got this running easily:
- https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131#reviews
My idea right now is to rely on the KCC for physics and world events, and route those events to UCC for animation and IK (via Final IK). I want to know if this is just totally impossible, or if this is in principle possible. Any thoughts would be appreciated.
In this world, KCC would be kind of the "core player" engine, in charge of world, physics, whereas UCC would be relegated to (what I feel) it is best at: Abilities, animations, Inventory, health.
Thoughts?