SuperHero Controller | Physics based SuperHero System & Template View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
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Unity version
6000.0.64 or later
Package size
34.0 MB
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SuperHero Controller | Physics based SuperHero System & Template

by Golem Kin Games (opens in new tab)

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Arcade-style superhero controller for Unity with ground movement, super jumps, flight, wall climbing, combat, destruction, NPCs, vehicles, HUD, camera, and audio. Modular, event-driven.

Price $35.00

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Price history for SuperHero Controller | Physics based SuperHero System & Template, 6 months Current $35.00; lowest $35.00; highest $35.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov

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SuperHero Controller | Physics based SuperHero System & Template screenshot 1

SuperHero Controller | Physics based SuperHero System & Template screenshot 1

About this asset

SUPERHERO CONTROLLER is a complete, arcade-style superhero gameplay framework built for fast iteration and satisfying moment-to-moment movement. Designed around Rigidbody physics, it delivers responsive ground movement, massive charged jumps, smooth free-flight, wall climbing, punch-based combat, and cinematic landings—perfect for open-city superhero games, prototypes, or full productions.

This asset goes far beyond a basic character controller. In addition to the hero, it includes a full supporting ecosystem: pedestrian NPCs, traffic vehicles, destructible objects, bomb enemies, collectible coins, a HUD system, a third-person camera, and an event-driven audio controller. Drop it into a scene and start playing immediately.

Core Hero Features

  • Walk, run, sprint, and responsive ground movement
  • Charged Super Jump for leaping buildings
  • Toggleable Flight Mode with acceleration, tilt, roll correction, and fast flight
  • Wall climbing, wall jumping, and ledge mantling
  • Punch-based combat with knockback and hit effects
  • Health system with respawning and checkpoints
  • Rigidbody-based physics for natural interactions

Movement States

The controller internally manages movement using a clean state system:

  • Grounded
  • Jumping
  • Falling
  • Flying
  • Climbing

This makes it easy to extend or customize behavior for your own mechanics.

Combat & Destruction

  • Box-based punch hit detection
  • Damage, knockback, cooldowns, and hit VFX
  • Fully featured Destructible System:
    Destroy
    Spawn debris
    Ragdoll
    Replace with destroyed prefab
  • Health, invulnerability, effects, sounds, and events

City Sandbox Systems

Populate your world instantly with included NPC controllers:

Pedestrians

  • Waypoint paths or free wandering
  • Idle pauses and obstacle avoidance
  • Optional fleeing behavior from threats

Vehicles

  • Road waypoint driving
  • Speed variation and corner slowing
  • Obstacle and pedestrian detection
  • Optional brake lights and wheel animation

Bomb Enemies

  • Chase-and-explode enemy behavior
  • Warning flashes and beeping
  • Explosion damage, knockback, and VFX

Camera, HUD & Audio

  • State-based third-person camera (ground, flight, climbing)
  • Dynamic FOV based on speed
  • Collision-aware camera system
  • HUD with animated health bar and coin counter
  • Fully event-driven audio controller for footsteps, flight, combat, and impacts

Events & Extensibility

Nearly every major action exposes UnityEvents:

  • Jump, Super Jump, Land, Fly Start/End
  • Climb Start/End, Wall Jump
  • Punch, Speed Change
  • Health Change and Death

Perfect for hooking in your own VFX, audio, UI, or gameplay logic without modifying core code.

Quick Setup

  1. Add a Rigidbody and CapsuleCollider to your hero
  2. Add SuperheroController
  3. (Optional) Add Camera, HUD, and Audio controllers
  4. Press Play

Defaults are tuned to feel good out of the box, with extensive inspector controls for fine-tuning.

Ideal For

  • Superhero games
  • Open city sandboxes
  • Prototypes and vertical slices
  • Arcade-style action games
  • Physics-driven character gameplay

Included Scripts

  • SuperheroController
  • SuperheroCamera
  • SuperheroAudioController
  • SuperheroHUD
  • Destructible
  • PedestrianController
  • VehicleController
  • Coin
  • BombEnemy

From the publisher's Asset Store listing.

Technical details

Unity Version

  • Built with Unity 2021 LTS+
  • Compatible with newer Unity versions (including Unity 6)
  • Uses standard Unity components and APIs only

Render Pipeline

  • Built-in Render Pipeline
  • Universal Render Pipeline (URP) compatible
  • HDRP compatible (no pipeline-specific shaders)

Platforms

  • Windows
  • macOS
  • Linux
  • WebGL
  • Android
  • iOS
  • Console-ready (controller-friendly input setup)

Dependencies

  • No third-party packages required
  • Uses Unity Physics (Rigidbody-based movement)
  • Uses UnityEvents for extensibility
  • TextMeshPro used for HUD text (optional)

Input

  • Keyboard & Mouse
  • Gamepad / Controller support
  • Uses Unity Input System–agnostic input handling
    (works with legacy Input Manager or Input System via mapping)

Architecture

  • Modular, component-based design
  • Event-driven systems using UnityEvents
  • State-based movement logic for hero controller
  • All gameplay systems decoupled and reusable
  • Designed for easy extension and customization

Performance

  • Optimized for real-time gameplay
  • Physics interactions tuned for stable Rigidbody behavior
  • Minimal per-frame allocations
  • Uses non-alloc physics queries where applicable
  • Gizmos and debug visuals only active in editor

Code Quality

  • Clean, readable C#
  • Namespaced under GolemkinGames
  • One class per file
  • Inspector-friendly with tooltips and headers
  • No hard-coded scene references
  • No static singletons required for core gameplay

Included Systems

  • Rigidbody-based Superhero Controller
  • State-driven third-person camera
  • Event-driven audio controller
  • Health & respawn system
  • Combat and hit detection
  • Destructible object framework
  • NPC pedestrian controller
  • NPC vehicle controller
  • Bomb enemy AI
  • Coin collectible system
  • HUD (health and coins)

Animator Requirements

  • Mecanim Animator supported
  • Uses standard parameters:
    Float: Speed
    Bool: Grounded, Flying, Climbing
    Triggers: Jump, SuperJump, Fly, Fall, Land, Punch
  • Animator Controller not included (character-agnostic)

Physics Requirements

  • Rigidbody required on hero
  • CapsuleCollider required for hero
  • Colliders required for destructible objects and enemies
  • Uses layer masks for:
    Ground detection
    Climbable surfaces
    Punchable targets
    Camera collision

Multiplayer

  • Single-player focused
  • Not networked out of the box
  • Can be adapted for multiplayer with authoritative physics handling

Documentation

  • Comprehensive inline code comments
  • Scene gizmos for visual debugging
  • Example setup instructions included in package

Package Contents

  • C# source code
  • Example prefabs
  • Example demo scene
  • No art, characters, or animations included

File Size

  • Lightweight code-only asset
  • Minimal footprint (no textures, meshes, or audio required)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.64f1 Not listed Compatible Not listed

As listed on the Asset Store.