Unity
Large Scale Character Controller | Kaiju,Titan and Boss Movement System
- Current price
- $25
- Lowest recorded
- $25
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Price history
Lowest recorded standalone price: $25. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.
Standalone price
Last three months, in USD. Bundle prices cover the whole package.
About Large Scale Character Controller | Kaiju,Titan and Boss Movement System
The Controller is a physics-assisted movement framework built specifically for massive entities — kaiju, titans, giant bosses, mechs, and other large-scale creatures that break traditional character controllers. Standard controllers fail at extreme scale. This system is designed from the ground up to handle weight, inertia, terrain interaction, and camera behavior for creatures far larger than humanoid characters. This asset focuses purely on locomotion and feel. No combat, no AI, no animations — just reliable, scalable movement that feels heavy, deliberate, and powerful. KEY FEATURES Scale-Aware Movement Designed for creatures 10x–100x humanoid size Mass-scaled acceleration and deceleration Heavy inertia with configurable damping curves No snapping or twitchy motion Grounded Locomotion Slope-aware movement Dynamic step height based on creature scale Push-through behavior for small props Blocked movement for large obstacles Advanced Grounding System Multi-point ground sampling Averaged surface normals for stability Prevents tipping, jittering, and edge balancing Smooth terrain alignment Weight & Impact Handling Landing force calculation Optional heavy step and impact events Designed to support camera shake, VFX, or destruction systems via hooks Kaiju-Ready Camera System Scale-based camera distance Soft follow and rotation damping Vertical framing bias Ground collision avoidance Reinforces size and weight instead of fighting it Animation-Friendly Velocity and turn-based parameters Grounded state tracking Works with any rig or animation style No humanoid assumptions Flexible Control Modes Player-controlled movement AI-driven locomotion via simple movement API Hybrid setups supported Performance-Focused Single Rigidbody architecture No per-frame allocations Stable physics behavior at large scales Mobile-safe defaults WHAT THIS ASSET IS NOT This is a locomotion system only. It does not include: Combat or attacks AI decision logic Health systems Destruction systems Animations or models City or environment content This keeps the system reusable, performant, and easy to integrate into existing projects. IDEAL USE CASES Kaiju or titan games Giant boss encounters Large creature NPCs Mechs and massive robots Open-world boss traversal Destruction-focused games WHY THIS EXISTS Normal character controllers are built for human-scale movement. They fall apart when size, mass, and inertia increase. The Controller solves that problem directly.
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