[Full Release] The Future of Character Movement: Character Controller Library

Yes, it is required for other configurations for the rigs.

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As outlined above, the lack of R6 for this in the UI is a bug. We’ll fix that ASAP so it shows up for R6 as well. As several others posted earlier: in the meantime, you can set the avatar type to include R15, turn on the CCL, then set the avatar type back and the CCL will remain on.

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As mentioned above, the lack of visiblity of the option when the avatar type is R6 only is a bug and will be fixed ASAP.

Doesn’t that defeat the entire point of this, to replace humanoids?

Hello Roblox,

In the early version of Avatar Settings, publishing was not a requirement to edit settings through Avatar Settings, great for local file testing.

Later on this was changed. Please, fix.

SetPlaceId to an already published template, is not fun, no… :thinking: because there are too many settings now, which introduce combinations. Ain’t I no publish 100 places because of 100 settings.

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Thank you for your feedback, it is very valuable.

1: Good catch. We’ll look into this. It also looks to be the case that custom characters can get populated with a ControllerManager even if the dev would prefer the custom character to use the legacy approach. We’ll look into that as well.

2 + your edit: Yes, server authority isn’t integrated properly just yet, so changes on the client attributes will not be instantly overwritten with the server values.
Although a change made on the server should be reflected back to the client at the time of the change. Is that not what you’re seeing?

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thank god, I’ve been waiting on something that will allow making movement systems easier, this is a amazing update.

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1: The controller manager does get added, but the actor that has the abilities in it does not get added for custom characters. I have it be created manually until this is sorted out.

2: Oh I don’t use Server Authority! Is it supposed to replicate from server to client even without authority? Because changes made on the server arent being applied to client. I understand client side not changing on the server for obvious reasons but I really hope for server to client sync for this feature, because it would make this so much easier.

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This is not supposed to replace humanoids. Humanoids are very necessary for rigs, CCL is for user control and abilities. So the humanoid is used for rigs in general, and CCL is replacing the old regular player controls, for easier ways to create new controls for players!

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The Touch UI changes has been long overdue, especially on devices where the jump button is 0.3cm away from the edge of the screen.

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Thank you for the clarification.
Could you provide further details, to help us reproduce the replication issue?
Can it be reproduced with a non-custom Character, or does the replication issue only occur if Character is reassigned and the AbilityManagerActor is copied onto it?
Thank you for your help.

There was a issue with elevators in my active project (745 Central Plaza)

This feels incredibly awful in comparison to the default character controller in most other games.

The FPS of the turning feels worse, the animations feel robotic in transitions, the turning is far too fast, it in general just feels like something an amateur developer would make trying to reinvent the wheel.

what if i still want to create a raw custom character controller? before it was pretty simple… i would just throw a local script called CharacterController into StarterCharacterScripts. i just hope that the new features don’t close the door to previously wide open options.

edit: replacing PlayerModule allows for full control. please leave this option open for devs that want to build from scratch.

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All of the slope checks do not respect the updirection set by the controller manager.

I feel like we should have better documentation for this, some devs like me rely on the Touch UI for some UI adjustments and don’t know how this change will affect it


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Is it intended behavior to not listen for when a state is enabled/disabled using SetStateEnabled on a humanoid? Or is it expected to just disable the ā€œabilityā€ directly?

Well I opened the Classic Obby template and walked off the edge, now I’m not respawning and my health is still at 100, resetting does nothing because I still don’t respawn.

Having this setup in startercharacter causes a extra Abilities folder during runtime:

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I find this very frustrating. Not being able to really decide what is considered what in each state, such as a custom climbing mechanic. You also can’t change TurnSpeedFactor like you can change MoveSpeedFactor in Abilities and that goes for other properties, also the naming is not even correct, SpeedMultiplier? why not just call it MoveSpeedFactor like in the ControllerManager?. There is also backend code that caused conflicts not sure how that works.

I now reverted back to my own way of using ControllerManager.

Altought it might not be ready and polished I still think this will not be a big game changer. Something like Unreal Engine is would be good. Being able to create custom states would be a step forward.

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