I updated my free Multi-Ring Ground Check script based on your feedback! Now features a Custom Inspector, Slope Arc Visualizer, and OnValidate caching (Free / PWYW)
Game development · 0.80
Summary · qwen2.5:32b
A free Multi-Ring Ground Check script for Unity has been updated to version 1.1, addressing limitations of standard SphereCast by using multiple concentric ray-rings to accurately calculate ground normals on uneven terrain. Notable additions include a Custom Inspector with a Slope Arc Visualizer and OnValidate caching for CPU optimization, enhancing real-time visibility and performance in the Scene View.
Excerpt
<table> <tr><td> <a href="https://www.reddit.com/r/gamedev/comments/1upgtn9/i_updated_my_free_multiring_ground_check_script/"> <img alt="I updated my free Multi-Ring Ground Check script based on your feedback! Now features a Custom Inspector, Slope Arc Visualizer, and OnValidate caching (Free / PWYW)" src="https://external-preview.redd.it/B7eGZBHSXfKE2L-WeRBsTCc9VwiOmvosvCxg3qOr35c.jpeg?width=320&crop=smart&auto=webp&s=847b3ac710a78ebd3eee2118a2c316cdb0a759da" title="I updated my free Multi-Ring Ground Check script based on your feedback! Now features a Custom Inspector, Slope Arc Visualizer, and OnValidate caching (Free / PWYW)" /> </a> </td><td> <!-- SC_OFF --><div class="md"><p>Hi everyone! </p> <p>A few days ago, I shared a <strong>free Multi-Ring Ground Check script</strong> I wrote to stop wasting hours recreating the same basic mechanics every time I started a prototype. The response was amazing, and thanks to the brutal technical feedback from this community regarding uneven terrain and editor usability, I locked myself in to take it to the next level.</p> <p>I just pushed the <strong>v1.1 Update</strong> to <a href="https://valeradev.itch.io/">Itch.io</a> (still <strong>100% free</strong>), and I wanted to share how it completely solves the limitations of a standard SphereCast.</p> <p>Instead of a single blind ball that <strong><del>glitches out on ledge corners or steps</del></strong>, this system uses <strong>multiple concentric ray-rings</strong> to map the entire surface beneath the player, calculating a mathematically accurate <strong>ground normal</strong>. </p> <p>Here is what I’ve added and optimized in this <strong>new version</strong>:</p> <ul> <li><strong>Custom Inspector & Gizmos</strong>: Added an interactive maximum slope angle arc visualizer and a 3D yellow arrow handle to see the averaged surface normal in real-time. No more flying blind in the Scene View.</li> <li><strong>1-Click Workspace Presets</strong>: Toggle instantly between Tight, Balanced, and Wide detection setups directly from the inspector.</li> <li><strong>Hardcore CPU Optimization</strong>: Ray directions are now cached on OnValidate instead of being calculated every single frame. </li> <li><strong>High Performance</strong>: It features 0 bytes of GC allocation per frame. Runtime overhead is practically non-existent.</li> <li><strong>Professional Code Structure</strong>: The C# script is fully commented in English and structured under strict Allman.</li> </ul> <p>You can <strong>download</strong> it for <strong>FREE</strong> here: <a href="https://valeradev.itch.io/advanced-radial-ground-check-for-unity/devlog/1576506/update-v11-custom-inspector-workflow-presets-enhanced-gizmos">LINK</a></p> <p>If a simple raycast or spherecast is ruining your player movement or giving you <strong>jittery slope readings</strong>, hopefully this update saves you some serious headaches. </p> <p>Let me know what you think of the <strong>new visualizer handles</strong>!</p> </div><!-- SC_ON -->   submitted by   <a href="https://www.reddit.com/user/mvalera-dev"> /u/mvalera-dev </a> <br /> <span><a href="https://youtu.be/_Xx5PM-aqRs">[link]</a></span>   <span><a href="https://www.reddit.com/r/gamedev/comments/1upgtn9/i_updated_my_free_multiring_ground_check_script/">[comments]</a></span> </td></tr></table>