Easy Character Movement 2
Rated 5.0/5 from 268 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $40. The latest store price is $80.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $80 | Latest store price | |
| $40 | $25 Sale | |
| $80 | Unity First Price 2026-06-19 2026-06-26 | |
| $40 | Unity Discount 2026-06-17 2026-06-24 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Easy Character Movement 2
- Tools, Systems & Learning > Game Templates & Systems
The primary objective of ECM2 is to simplify the process of maneuvering game characters, empowering developers to construct game mechanics effortlessly on this foundation.
At the core of ECM2 is the CharacterMovement component, a robust and feature-rich kinematic character controller (aka motor). This component serves as a direct replacement for Unity's built-in Character Controller, employing a similar operational methodology (i.e. Move method) but with many features and advantages over it.
Central to the ECM2 system is the Character class. This utilizes the CharacterMovement component as its character controller / motor, incorporating common modes of movement for characters, such as walking, falling, flying, swimming or any custom mode you may create. It serves as a highly customizable foundation for all your game avatars, whether they are controlled by players or AI.
As of v1.4.2, ECM2 is available in two versions: one for Unity 2021+ and a native version for Unity 6, where included examples use the Input System and URP.
Features:
- Kinematic character controller.
- Extensive documentation, and fully commented readable source code included.
- Work the Unity's way, simply call its Move method, just like Unity' Character Controller.
- Robust ground detection based on real surface normal.
- Slope Limit Override lets you define walkable areas per-face or even per-object.
- Configurable walkable area (perchOffset) lets you define the character's 'feet' radius.
- Capsule-based with Flat Base for Ground Checks option. This avoids the situation where characters slowly lower off the side of a ledge.
- Ground constraint, prevent the character's being launched off ramps.
- Configurable Plane Constraint so movement along the locked axis is not possible.
- Auto-stepping preserving character's momentum (e.g. its stride).
- User-defined gravity and up vector for mario galaxy like effects.
- Physics interactions.
- Character vs Character interactions.
- First-class, transparent (without further steps needed by you) platforms support, be it animated, scripted, or physics based.
- Collision and Grounding events.
- Network friendly. Full control over the update and simulation timestep.
- Flexible and customizable behavior through callbacks.
- Fully configurable friction based movement including water buoyancy!
- Input agnostic. Compatible with any input solution.
- Built-in movement modes and states, like walking, falling, unlimited variable height jump, crouching, sprinting, flying, swimming, etc.
- Full control over how a character is affected (or not) by external forces, platform velocity, platform movement and / or rotation, push other rigidbodies and or characters.
- Character actions events.
- Extensive and configurable collision filtering.
- 40+ examples including custom input actions, cinemachine integration, first person, third person, character events, bouncers, fly, swim, dash, slide, ladders, and much more!
- Developed with extensibility in mind, can be used as it is or extended through inheritance or composition.
- Physics Volumes, to easily handle water, falling zones, etc. with configurable properties.
- Root motion support.
- Simple to use but complete API.
- Easy integration into existing projects.
- Fully commented C# source code. Clear, readable and easy to extend.
- Garbage-Collector friendly, no GC allocations.
FAQ:
Do I have to use the new Input System?
No, ECM2 no longer depends on the new Input System. Its Character class is now input-agnostic, so you are free to use whichever input solution best fits your project.
Can I use URP/HDRP with ECM2?
Yes, ECM2 doesn’t handle any rendering itself, so it will work with any render pipeline.