Forked to add hellish post-processing:
demo.mp4
Inspired from Source engine movement, this plugin implements movement suitable for FPS games.
Feel free to make issues/PRs!
- Air strafing and bunny hopping (hold down jump key)
- Support for sloped ground
- Crouching (prevents falling off ledges), sprinting
- Noclip mode
- Configurable settings
See main.rs
cargo run --release --example minimal
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use bevy_fps_controller::controller::*;
fn main() {
App::new()
...
.add_plugin(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugin(FpsControllerPlugin)
.add_startup_system(setup)
...
}
fn setup(mut commands: Commands, ...) {
...
let logical_entity = commands
.spawn((
Collider::capsule_y(1.0, 0.5),
Friction {
coefficient: 0.0,
combine_rule: CoefficientCombineRule::Min,
},
Restitution {
coefficient: 0.0,
combine_rule: CoefficientCombineRule::Min,
},
ActiveEvents::COLLISION_EVENTS,
Velocity::zero(),
RigidBody::Dynamic,
Sleeping::disabled(),
LockedAxes::ROTATION_LOCKED,
AdditionalMassProperties::Mass(1.0),
GravityScale(0.0),
Ccd { enabled: true }, // Prevent clipping when going fast
TransformBundle::from_transform(Transform::from_xyz(0.0, 3.0, 0.0)),
LogicalPlayer,
FpsControllerInput {
pitch: -TAU / 12.0,
yaw: TAU * 5.0 / 8.0,
..default()
},
FpsController { ..default() }
))
.insert(CameraConfig {
height_offset: -0.5,
})
.id();
commands.spawn((
Camera3dBundle::default(),
RenderPlayer { logical_entity },
));
...
}
controller_demo.mp4
Used by my other project: https://github.com/qhdwight/voxel-game-rs