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)
Hi everyone!
A few days ago, I shared a free Multi-Ring Ground Check script 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.
I just pushed the v1.1 Update to Itch.io (still 100% free), and I wanted to share how it completely solves the limitations of a standard SphereCast.
Instead of a single blind ball that glitches out on ledge corners or steps, this system uses multiple concentric ray-rings to map the entire surface beneath the player, calculating a mathematically accurate ground normal.
Here is what I’ve added and optimized in this new version:
- Custom Inspector & Gizmos: 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.
- 1-Click Workspace Presets: Toggle instantly between Tight, Balanced, and Wide detection setups directly from the inspector.
- Hardcore CPU Optimization: Ray directions are now cached on OnValidate instead of being calculated every single frame.
- High Performance: It features 0 bytes of GC allocation per frame. Runtime overhead is practically non-existent.
- Professional Code Structure: The C# script is fully commented in English and structured under strict Allman.
You can download it for FREE here: LINK
And support me here: YouTube
If a simple raycast or spherecast is ruining your player movement or giving you jittery slope readings, hopefully this update saves you some serious headaches.
Let me know what you think of the new visualizer handles!