Description
Please note: EARLY RELEASE, Subject to changes for further improvements and features. All feedback is welcome to help improve this asset.
UltraGameCore is a modular, network-ready character, camera and gameplay foundation focused on high‑performance third person experiences. It combines client prediction, server reconciliation, adaptive latency compensation, extensible movement styles, inventory & ability systems, vehicles/seating (add-on purchased seperately), camera control, aim assistance, IK, spawning and UI monitors into a coherent, customizable package.
Key Systems
1. Locomotion & Prediction
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Multiple movement styles (Adventure, Combat, Tank, TopDown) switchable per character.
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Hybrid server authoritative + client prediction: circular state/input buffers, reconciliation, residual or direct smoothing strategies.
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Adaptive latency bias (jitter-responsive) + extrapolation for remote clients.
2.Camera Framework
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Orbit / follow camera with obstacle avoidance, shoulder swapping, pitch/yaw limits.
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Vehicle / seat pivot handoff, shake modulation, distance & collision search tuning.
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Aim assist & crosshair UI integration (dead‑zone, LOS, distance falloff).
3.Inventory & Weapons
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Networked inventory with weapon banks, clip restore policies, pickups (units, health, items).
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Distinct weapon ordering, primary weapon logic, removal on depletion, tracer & projectile support.
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JSON persistence option for state (editor tooling provided).
4.Ability System
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Modular ability base class (e.g. Jump, SpeedChange, InventoryInteract, ItemDropper).
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Supports cast variants (ray/sphere/capsule), runtime force impulses, interaction gating.
5.Seating / Vehicle Addon (optional)
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Board/Seat management (multi-seat vehicles, IK hand/feet link roots, camera overrides).
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Moving platform attach/detach with grace period, yaw follow, wheel/physics sync.
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Integration with car controllers (RCCP, predictive car demos).
6.Game Modes Addon (optional)
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Deathmatch managers (teams, damage callbacks, scoring).
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Spawning coordinators, match lifecycle, name tags, scoreboard UI.
7.Animation & IK
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Network animator predicted layer.
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IK controller for hands, feet, look targets; selective bone engagement when not facing target.
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Ragdoll / model handler hooks and state presets.
8.UI Monitors
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Crosshairs, health, inventory interaction, scoreboards, messages, damage direction indicators, chat.
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Signal-driven updates via lightweight dispatcher (decoupled architecture).
9.Networking Backbone
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Uses Unity Netcode for GameObjects (RPCs, NetworkVariables).
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TickManager integration for deterministic timing.
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Latency sampling, jitter statistics, adaptive smoothing.
10.Extensibility & Events
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State system (StatePreset / blockers) enabling layered behavior & conditional overrides.
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Inspector-driven tuning: movement speeds, gravity multipliers, fall behavior, prediction/extrapolation thresholds, reconciliation ratios, smoothing Tau, adaptive jitter bounds, camera collision search, aim angle gates, magnetism, LOS layers, push force modes.
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Easily swap movement style or camera constraints per prefab or at runtime.
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Extend abilities by inheriting AbilityBase (custom targeting, cast geometries).
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Add new weapon types by deriving from ShooterBase / CharacterWeapon.
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Replace or augment UI via existing monitors or your own signal listeners.
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Vehicle seating can be expanded (custom seat camera pivots, IK link roots, per-seat restrictions).
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Modular add-ons (Seating Controller, Game Modes, RPG/AI) can be included or omitted—Base stays lightweight.
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Platform attachment logic can be reused for elevators, ships, trains with minimal code changes.
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Latency handling parameters (bias ranges, sample capacity, smoothing time) adjustable for different net conditions or genre pacing.
Suitable Genres
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Third-Person Shooter / Tactical Shooter
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Action Adventure / Narrative
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Vehicle Combat & Racing (with Seating add-on)
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Survival / Extraction
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Arena & Hero Shooter prototypes
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Action RPG (extend abilities, inventory, stats)
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Co‑op PvE or PvP Hybrids
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Sandbox / Simulation with character & vehicle interplay
Why It Helps
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Eliminates months of groundwork: prediction, smoothing, camera, inventory, abilities, seating, spawning, UI.
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Scales from prototype to production: swap movement styles, add vehicles, enable game modes without refactoring core.
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Clean separation via signals & state objects facilitates feature gating, testing, and modular packaging.
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Robust handling of latency & jitter improves feel in real multiplayer sessions.
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Integration Notes
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Drop character prefab with locomotion + camera + inventory.
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Enable or disable addons via scripting symbols or assembly definitions.
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Adjust reconciliation strategy (DirectSmooth vs ResidualInject) to match gameplay tolerance for snap vs drift.
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Use provided editor tooling (inspectors, windows) for bank definitions, inventory JSON, seat setup.
Asset Store Positioning
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Positioned as a mid/high-level systems layer (not just a controller script).
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Encourages extension rather than fork—APIs stable, signals reduce direct dependency.
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Addons decouple niche features (vehicles, modes) from core runtime for performance/minimal footprint.
UltraGameCore is a flexible, deeply tunable multiplayer character & gameplay foundation suited for shooters, action, vehicle and hybrid genres, emphasizing prediction quality, modular extension, and rapid feature layering through clean event and state abstractions.
Technical Details
Core Locomotion & Movement
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Multiple movement styles: ThirdPersonAdventure, ThirdPersonCombat, Tank, TopDown (runtime switchable).
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Client prediction with server reconciliation (state & input circular buffers, tick-based).
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Dual correction strategies: DirectSmooth (lerped) and ResidualInject (error decay injection).
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Extrapolation for remote entities (velocity + angular velocity arc) with latency caps.
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Adaptive latency bias (jitter-aware) for forward prediction; configurable jitter window & smoothing.
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Smooth horizontal input blending (Vector3.SmoothDamp) and rotation smoothing (exponential or lerp).
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Safe look system (yaw bounds, fallback direction, gradual alignment).
Networking & Sync
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Unity Netcode (RPCs, NetworkVariables) for movement, aim, firing, sprint, grounded state.
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Snapshot timing with serverSentTime for one‑way latency & jitter sampling.
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Forward prediction of position & rotation using velocity/angular velocity.
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Platform attachment sync (moving platforms, seat/vehicle handoff).
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Camera & Aiming
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Follow/orbit camera controller with pitch/yaw management and platform following.
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Aim assist integration (crosshair LOS, distance falloff magnetism).
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Look position raycast with obstruction handling and optional safe clamp.
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Shoulder/offset support (swappable).
Inventory & Weapons
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Networked inventory (CharacterInventory) with weapon banks, shared ammo, reserve vs clip.
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Unit & UnitBank item types, seed/bank priming, “Start Full” capacity adjustment.
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Projectile, grenade, tracer, ballistic raycaster, network trajectory objects.
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Weapon pickup, unit pickup, unit bank pickup, health pickup.
Abilities System
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Modular AbilityBase (Jump, SpeedChange, InventoryInteract, ItemDropper, Board for vehicles).
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Multi-cast geometries (Raycast, SphereCast, CapsuleCast, CharacterCast).
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Event-driven enter/exit hooks (boarding seats, door animations, seat switching).
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Vehicles / Seating (Addon)
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BoardSource & Board ability for multi-seat vehicles.
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Networked seat management, enter/exit states, driver handoff, optional ownership release.
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Predictive vehicle controller demos (car controller, ghost replication, tick manager).
State & Animation
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StateNetworkBehaviour & StatePreset for layered logic blocking/overrides.
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NetworkAnimatorPredicted (predicted remote animator smoothing).
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IKController: configurable spine/upper body aiming, hand/foot/head targets, per-bone weights.
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Ragdoll/model handler integration points.
Physics & Environment
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CharacterController-based movement with gravity modifiers & fall impact calculation.
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MovingPlatform support (grace detach timer, yaw follow, delta accumulation).
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PushRigidbody system (Simplified direct velocity or Kinetic force-at-point).
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Surface system (ImpactResponse) for footsteps/effects.
Combat & Damage
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Health component (MPHealth) with death/respawn signals.
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Damage callbacks (team or free-for-all via GameModes addon).
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Fall impact signalling, force impulse injection.
UI & Feedback
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Crosshairs (movement spread, target tint, LOS gating).
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Health, damage direction indicators, item UI, scoreboard, menu, messages.
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Chat and name tags.
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Inventory drag/drop, interaction monitor.
Spawning & Session
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Player spawner, spawn coordinator, room/match managers, matchmaker.
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Network scene readiness announcer.
Events & Extensibility
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SignalDispatcher for decoupled messaging (Die, Push, FallImpact, ForceImpact, AimAssistTarget).
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Custom UnityEvents for ability lifecycle (boarding start/complete).
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Clear extension points: new movement styles, abilities, weapon types, UI monitors.
Editor / Tooling
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Custom inspectors (weapons, state presets, seat setups, impact types, unit bank manager).
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JSON inventory save/load sections for persistence.
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Scripting symbols toggles (addons enable/disable).
Customization & Tuning
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Inspector exposure for gravity, fall multipliers, smoothing times, reconciliation thresholds, latency limits, prediction max, jitter bounds, movement speeds, yaw/pitch limits, platform grace, push force, aim assist strengths & falloff, occlusion layers.
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Modular add-on architecture (Seating, GameModes, RPG/AI) keeps core lean.
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Performance Considerations
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Non-alloc physics casts (SphereCastNonAlloc, RaycastNonAlloc).
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Bounded buffers (1024 state slots) & capped latency windows.
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Optional smoothing paths to reduce per-frame allocations.
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Tick-based deterministic timing integration.
Reliability & Safety
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Ownership gating (IsOwner checks) for input submission.
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Snapshot force method (ForceAuthoritativeSnapshot) to resync hard states.
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Safe look fallback prevents extreme torso twist divergence.
Provides a production-ready multiplayer character/controller core with prediction, vehicles, weapons, abilities, UI, and extensible systems tuned for shooters, action adventure, vehicle combat, and hybrid genres.



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