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
- Multiple movement styles (Adventure, Combat, Tank, TopDown) switchable per character.
- Hybrid server authoritative + client prediction: circular state/input buffers, reconciliation, residual or direct smoothing strategies.
- Adaptive latency bias (jitter-responsive) + extrapolation for remote clients.
2.Camera Framework
- Orbit / follow camera with obstacle avoidance, shoulder swapping, pitch/yaw limits.
- Vehicle / seat pivot handoff, shake modulation, distance & collision search tuning.
- Aim assist & crosshair UI integration (dead‑zone, LOS, distance falloff).
3.Inventory & Weapons
- Networked inventory with weapon banks, clip restore policies, pickups (units, health, items).
- Distinct weapon ordering, primary weapon logic, removal on depletion, tracer & projectile support.
- JSON persistence option for state (editor tooling provided).
4.Ability System
- Modular ability base class (e.g. Jump, SpeedChange, InventoryInteract, ItemDropper).
- Supports cast variants (ray/sphere/capsule), runtime force impulses, interaction gating.
5.Seating / Vehicle Addon (optional)
- Board/Seat management (multi-seat vehicles, IK hand/feet link roots, camera overrides).
- Moving platform attach/detach with grace period, yaw follow, wheel/physics sync.
- Integration with car controllers (RCCP, predictive car demos).
6.Game Modes Addon (optional)
- Deathmatch managers (teams, damage callbacks, scoring).
- Spawning coordinators, match lifecycle, name tags, scoreboard UI.
7.Animation & IK
- Network animator predicted layer.
- IK controller for hands, feet, look targets; selective bone engagement when not facing target.
- Ragdoll / model handler hooks and state presets.
8.UI Monitors
- Crosshairs, health, inventory interaction, scoreboards, messages, damage direction indicators, chat.
- Signal-driven updates via lightweight dispatcher (decoupled architecture).
9.Networking Backbone
- Uses Unity Netcode for GameObjects (RPCs, NetworkVariables).
- TickManager integration for deterministic timing.
- Latency sampling, jitter statistics, adaptive smoothing.
10.Extensibility & Events
- State system (StatePreset / blockers) enabling layered behavior & conditional overrides.
- 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.
- Easily swap movement style or camera constraints per prefab or at runtime.
- Extend abilities by inheriting AbilityBase (custom targeting, cast geometries).
- Add new weapon types by deriving from ShooterBase / CharacterWeapon.
- Replace or augment UI via existing monitors or your own signal listeners.
- Vehicle seating can be expanded (custom seat camera pivots, IK link roots, per-seat restrictions).
- Modular add-ons (Seating Controller, Game Modes, RPG/AI) can be included or omitted—Base stays lightweight.
- Platform attachment logic can be reused for elevators, ships, trains with minimal code changes.
- Latency handling parameters (bias ranges, sample capacity, smoothing time) adjustable for different net conditions or genre pacing.
Suitable Genres
- Third-Person Shooter / Tactical Shooter
- Action Adventure / Narrative
- Vehicle Combat & Racing (with Seating add-on)
- Survival / Extraction
- Arena & Hero Shooter prototypes
- Action RPG (extend abilities, inventory, stats)
- Co‑op PvE or PvP Hybrids
- Sandbox / Simulation with character & vehicle interplay
Why It Helps
- Eliminates months of groundwork: prediction, smoothing, camera, inventory, abilities, seating, spawning, UI.
- Scales from prototype to production: swap movement styles, add vehicles, enable game modes without refactoring core.
- Clean separation via signals & state objects facilitates feature gating, testing, and modular packaging.
- Robust handling of latency & jitter improves feel in real multiplayer sessions.
- Integration Notes
- Drop character prefab with locomotion + camera + inventory.
- Enable or disable addons via scripting symbols or assembly definitions.
- Adjust reconciliation strategy (DirectSmooth vs ResidualInject) to match gameplay tolerance for snap vs drift.
- Use provided editor tooling (inspectors, windows) for bank definitions, inventory JSON, seat setup.
Asset Store Positioning
- Positioned as a mid/high-level systems layer (not just a controller script).
- Encourages extension rather than fork—APIs stable, signals reduce direct dependency.
- 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.