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  • This is a rigidbody based first person controller. Traditionally first person controllers are done using the character controller and this is the recommended way, bu
    4 KB (481 words) - 10:25, 7 May 2012
  • ...t will also delete any objects that you specify. This is great if you have controllers that you don't want cluttering the hierarchy in Unity. * any controllers or other objects that you specify,
    6 KB (985 words) - 20:44, 10 January 2012
  • For an InputManager.asset file with four XBox 360 controllers mapped [http://www.unifycommunity.com/wiki/images/a/a1/XBox360_Inputs.zip c ...indows, the Start Button on OS X, and the Left Stick Click on Linux on all controllers. For More infomation on how to use the data from the table below, refer to
    4 KB (598 words) - 15:32, 13 July 2015
  • ...oject view, drag the 3rd Person Controller (in Standard Assets > Character Controllers) onto the remotePlayer prefab. * Edit ThirdPersonController.js in Assets\Standard Assets\Character Controllers\Sources\Scripts and replace the ''//ANIMATION sector'' part with the lines
    10 KB (1,509 words) - 20:45, 10 January 2012
  • [[4DIS - Camera Controller]] - Different camera controllers [[4DIS - Character Controllers]] - Different character controllers
    437 B (66 words) - 21:49, 2 November 2011
  • == '''Camera Controllers''' ==
    3 KB (366 words) - 20:52, 10 January 2012
  • == '''Character Controllers''' ==
    1 KB (117 words) - 20:52, 10 January 2012
  • [[Category: Controllers]]
    4 KB (458 words) - 13:59, 3 November 2013
  • ..., OneWayControl) to a single type, '''KeyControl'''. Controls for Xbox 360 controllers have their own types. This monolith control type:
    12 KB (1,705 words) - 21:43, 5 November 2014
  • Unfortunately the only way to test the functionality is with multiple Xbox controllers hooked up to your system. However, if you created 3 additional Player objec
    9 KB (1,341 words) - 21:18, 6 November 2014

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