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Ultimate Seating Controller

Categories Add-Ons

Ultimate Seating Controller

Expanding Vehicle Interaction and Multi-Passenger Dynamics

The Ultimate Seating Controller is a specialized extension designed for the Ultimate Character Controller framework. Its primary function is to facilitate complex interactions between characters and vehicles, specifically focusing on scenarios where players need to ride, operate, and engage in combat from the same craft. Unlike basic seating systems, this middleware allows for an unlimited number of seats, making it possible to construct large-scale transport vehicles like trains or rollercoasters. Players are not restricted to a single position; the system includes mechanics for switching seats during play, similar to the tactical transitions found in the Battlefield series.

A notable feature of this system is the inclusion of platform seats. This specific seat type allows characters to transition from a seated position to a state where they can walk around on or inside the vehicle while it is in motion. This opens up possibilities for larger craft where interior navigation is a core part of the gameplay experience.

Integrated Combat and Weaponry

The controller integrates vehicle-mounted weaponry with the existing character inventory systems. Developers can determine whether players are allowed to use their own inventory items while seated, enabling mechanics like shooting out of vehicle windows or firing personal weapons while driving. For dedicated vehicle weapons, the system supports secondary armaments and multiple weapon mounts per seat, limited only by the number of available inputs.

Weapon shooters within the vehicle can utilize character items through the UCC Shootable Weapon system in three distinct ways: without requiring a character item, using a character item for UI purposes only, or full integration involving ammunition consumption and reload cycles. The system also supports launching grenades and utilizes an attribute system to simulate effects such as weapon overheating and cooldown periods. To streamline the production pipeline, the use of Inverse Kinematics (IK) means that very little custom animation setup is required to make characters fit into various seating configurations.

Practical Implementation and Example Scenarios

The package provides several functional examples to demonstrate its versatility across different vehicle types. An included Airborne Gunship example allows players to board the craft, fire projectiles, and bail out using a dedicated parachute ability. For ground-based combat, a remote-controlled tank demonstrates how full-screen UI can be implemented for first-person perspective vehicle operation. There is also a motorbike controller included for smaller, more agile transport needs.

In terms of environment-specific integration, the documentation provides instructions on how to connect the system with the Crest water system for submarine mechanics without requiring custom code. This versatility is supported by a component enable/disable system that allows any vehicle controller to be integrated with minimal setup effort.

Middleware Flexibility and Compatibility

As a middleware solution, the controller is designed to function with or without an existing vehicle controller. It works immediately with Realistic Car Controller v3 and the Standard Assets Car Controller. However, it can also be used with stationary turrets or custom vehicle setups where no dedicated car controller is present. Each seat can have its own override states and specific options, allowing the developer to customize how the character fits and behaves depending on the specific vehicle or manned weapon they are occupying.

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Ultimate Seating Controller Prev MIS-CarRider-RCC
Ultimate Seating Controller Next with Sadness Music Pack

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