Releases: ssatguru/BabylonJS-CharacterController
Releases · ssatguru/BabylonJS-CharacterController
v0.4.4
v0.4.3
enhancements
- just like pressing walk key AND shift makes the avatar run, now pressing walkback key or strafeleft/right key or turn Left/Right key AND shift makes the avatar walk back or strafe Left/Right or turn Left/Right faster .
- Added two new sub modes.
In one sub-mode the left and right keys makes the avatar turn left or right and the back key makes the avatar walk backward with back facing the camera.
In the other sub-mode the left and right keys makes the avatar face and move left or right and the back keys makes the avatar turn around and move towards the camera.
see setMode() and setTurningOff() methods
fixes
- ie11 space bar and arrow key not working issue
v0.4.2
v0.4.1
- added support for both front and back facing characters/avatars
The previous controller expected the character mesh to be created and animated facing the negative z direction. In other words in rest pose the character was expected to be facing the negative z direction. Now it supports both front and back facing characters. - added support for top down/isometric kind of use cases.
The previous controller was good for third person or first person type of games.
It was not suitable for top down or isometric kind of games where the camera follows but does not rotate the character or rotates when the character rotates. Now it supports both type of games. - added support to control character movement via script
Previously the character could only be moved via keyboard. Now it can be moved via script too. This makes it easy to add support for devices like touch joystick or "move on mouse click" or UI etc - fixed glb character strafing issue
- code cleanup (@dad72 )
v0.3.0
v0.2.0
application converted to a UMD module.
can now be loaded as AMD or CommonJS/NodeJS module.
can also be loaded as a plain vanilla JavaScript application using script tags.
some breaking changes on how it is loaded as a plain vanilla JavaScript application. See README for details