
Getting Started:
Hierarchy Overview:
The player should be setup as follows:
(*Refer to visual reference, Figure 1.)
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Player Unit
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Empty gameobject functioning as encapsulating parent.
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CameraRig
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Child of Player unit
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focal position of the camera
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located at the player
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contains MultiStatePlayerInputScript
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XAxis
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Child of the CameraRig
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located at the local position (0, 0, 0)
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Actual Camera
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Child of XAxis
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Located at the furthest zoomed out location
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Main Camera – Located at local position (0, 0, 0)
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Contains Camera Collision Script (Optional)
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Contains standard Camera Script
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CameraPlaceHolder
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Empty Gameobject located at Actual Camera’s location
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Child of XAxis
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Player (Also called ProjectedPlayer)
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Child of Player Unit
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Located at local position (0, 0, 0)
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Contains Rigidbody
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Contains CapsuleCollider (Material should be set to multistatePhyMat)
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Contains MultistateCharacterController Script
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Character (Also called Character Representation)
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Child of Player Unit
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Located on ground
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Contains Simple Health Script (Optional)
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Gyro
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Child of Character
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Located at local position (0, value equal to half of character height, 0)
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Character Prefab
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Child of Gyro
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Located at local position (0, negative value equal to half of character, 0) height)
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Prefab Containing Character Mesh
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Contains Animator
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Contains Animation Event Handler Script
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Contains Capsule Collider (Optional)
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Contains Rigidbody set to Kinematic (Optional)
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All other player related scripts not associated with movement should be attached to this gameobject!
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(Figure 1. Player Unit Heirarchy)