bevy_fps_controller

Crates.iobevy_fps_controller
lib.rsbevy_fps_controller
version
sourcesrc
created_at2022-08-08 19:35:19.567813
updated_at2024-12-11 07:32:57.523654
descriptionBevy plugin that adds a Source engine inspired FPS movement controller
homepage
repositoryhttps://github.com/qhdwight/bevy_fps_controller
max_upload_size
id641008
Cargo.toml error:TOML parse error at line 18, column 1 | 18 | autolib = false | ^^^^^^^ unknown field `autolib`, expected one of `name`, `version`, `edition`, `authors`, `description`, `readme`, `license`, `repository`, `homepage`, `documentation`, `build`, `resolver`, `links`, `default-run`, `default_dash_run`, `rust-version`, `rust_dash_version`, `rust_version`, `license-file`, `license_dash_file`, `license_file`, `licenseFile`, `license_capital_file`, `forced-target`, `forced_dash_target`, `autobins`, `autotests`, `autoexamples`, `autobenches`, `publish`, `metadata`, `keywords`, `categories`, `exclude`, `include`
size0
Quintin (qhdwight)

documentation

README

Rust crates.io

Bevy FPS Controller

Inspired from Source engine movement, this plugin implements movement suitable for FPS games.

Feel free to make issues/PRs!

Features

  • Air strafing and bunny hopping (hold down jump key)
  • Support for sloped ground
  • Crouching (prevents falling off ledges), sprinting
  • Noclip mode
  • Configurable settings

Examples

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 },
    ));
    ...
}

Demo

https://user-images.githubusercontent.com/20666629/221995601-2ec352fe-a8b0-4f8c-9a81-beaf898b2b41.mp4

Used by my other project: https://github.com/qhdwight/voxel-game-rs

Commit count: 41

cargo fmt