▲ 2 r/unity

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!

u/mvalera-dev — 4 hours ago
▲ 1 r/unity+1 crossposts

Advanced Radial Ground Check for Unity (v1.1) - Tool Showcase

Hey everyone! Thanks for the feedback on my initial release. I took your advice regarding unlevel terrain and editor usability, and just pushed the v1.1 update to Itch.io.

Download it for FREE here.

What's new:

  • Native Custom Inspector (goodbye messy foldouts!).
  • Interactive maximum slope angle arc visualizer.
  • 1-Click Workspace Presets (Tight, Balanced, Wide).
  • 3D Yellow Arrow Handle to visualize the averaged surface normal in real-time.
  • Hardcore CPU Optimization: Ray directions are now cached on OnValidate instead of being calculated every single frame. Runtime overhead is practically non-existent.

It's still 100% free, has 0 bytes of GC allocation per frame, and the C# script is fully commented in English. Let me know if the new version fixes the issues.

youtu.be
u/mvalera-dev — 4 hours ago
▲ 390 r/UnityAssets+3 crossposts

I got tired of rewriting the same ground check code for every new project, so I made this drag-and-drop script (Free / PWYW)

Hi everyone,

Every time I start a new Unity project, I find myself wasting an hour or two recreating the exact same foundational mechanics from scratch. The ground check is always one of them, and it usually ends up being a rushed single raycast or spherecast that causes jitter or edge issues later on.

To stop wasting time, I finally wrote a proper, reusable Advanced Radial Ground Check script in C# that I can just drop into any new project and forget about. I’ve put it up on Itch.io for free (pay-what-you-want if you want to support me) so others can skip that tedious setup too.

It uses a concentric ray-ring system to calculate averaged ground normals and impact points, making character movement on slopes completely smooth with zero micro-bouncing or jitter.

Here are some of its characteristics:

  • Zero Setup Time: Just drag, drop, and it works out of the box.
  • Built-in Coyote Time: No need to waste time coding jump buffers and timing windows manually.
  • Performance Friendly: Directions are cached and only update if you change parameters in the inspector.
  • Zero Dependencies: No third-party packages or paid inspectors needed.
  • Clean Code: Fully commented in English and structured under strict Allman.

You can download it here.

Hopefully, this saves you some setup hours on your next prototype. Let me know if you have any feedback or features you'd like to see added.

u/mvalera-dev — 17 hours ago
▲ 0 r/unity

I got tired of rewriting the same ground check code for every new project, so I made this drag-and-drop script (Free / PWYW)

Hi everyone,

Every time I start a new Unity project, I find myself wasting an hour or two recreating the exact same foundational mechanics from scratch. The ground check is always one of them, and it usually ends up being a rushed single raycast or spherecast that causes jitter or edge issues later on.

To stop wasting time, I finally wrote a proper, reusable Advanced Radial Ground Check script in C# that I can just drop into any new project and forget about. I’ve put it up on Itch.io for free (pay-what-you-want if you want to support me) so others can skip that tedious setup too.

It uses a concentric ray-ring system to calculate averaged ground normals and impact points, making character movement on slopes completely smooth with zero micro-bouncing or jitter.

Here are some of its characteristics:

  • Zero Setup Time: Just drag, drop, and it works out of the box.
  • Built-in Coyote Time: No need to waste time coding jump buffers and timing windows manually.
  • Performance Friendly: Directions are cached and only update if you change parameters in the inspector.
  • Zero Dependencies: No third-party packages or paid inspectors needed.
  • Clean Code: Fully commented in English and structured under strict Allman.

You can download it here.

Hopefully, this saves you some setup hours on your next prototype. Let me know if you have any feedback or features you'd like to see added.

valeradev.itch.io
u/mvalera-dev — 1 day ago