Release notes for the Scylla Character Controller module, grouped by version.
This changelog tracks the Scylla Character Controller module. It follows a per-module semver scheme independent of the other modules, and groups each release into Added, Removed, Changed, and Fixed.
1.0.0
First release of the Character Controller: a kinematic collide-and-slide motor, an ability-driven locomotion stack, camera and animation bridges, NavMesh AI control, an interaction layer, surface and footstep feedback, basic ragdoll, and a determinism replay harness.
Added
- A kinematic character motor with collide-and-slide movement, ground detection, slope handling, step climbing, ground snapping, moving-platform support, and a per-step state snapshot with a replay checksum.
- An ability system that drives locomotion, walking, sprinting, crouching, prone, jumping, interaction, and ragdoll as prioritized, composable behaviors over a shared context.
- Movement profiles for per-stance tuning, a camera bridge that binds the character to the Scylla Camera module without a hard dependency, and an animation bridge with a Mecanim adapter and opt-in root motion.
- NavMesh AI control through a separate navigation assembly: a NavMesh input source, an off-mesh link traversal ability, and patrol and follow driving for NPCs.
- An interaction layer with instant, sustained, continuous, and proximity interactables, a scoring detector, and focus and performed events.
- A surface library and detector that resolves footstep surfaces from physics materials and terrain layers, a cadence-based footstep emitter, and surface-aware landing events.
- A basic ragdoll system with a runtime humanoid rig builder, an enter and exit round trip with settle-based automatic get-up, and an editor helper that builds a rig on a selected humanoid.
- A determinism replay harness: a runtime input recorder and recording type that captures per-step input and motor checksums, replays through the scripted input source, and reports the first divergent step.
- Editor tooling: inspectors for the module configuration, motor, movement profiles, surface library, and interaction definitions, plus an actor validation window and a ragdoll setup menu item.
- A procedural sandbox demo covering slopes, stairs, moving platforms, camera modes, an NPC yard, interaction stations, surface variety, ragdoll, and a record-and-replay ghost.
Changed
- The module configuration’s Motor group now applies to each character motor at startup, gated by a per-motor opt-out toggle, so a runtime ground-mask write and per-instance tuning still take precedence.