![]() ![]() M_MoveDir += avity*m_GravityMultiplier*Time.fixedDeltaTime Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,ĭesiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized get a normal for the surface that is being touched to move along it Vector3 desiredMove = m_*m_Input.y + m_*m_Input.x always move along the camera forward as it is the direction that it being aimed at M_PreviouslyGrounded = m_CharacterController.isGrounded If (!m_CharacterController.isGrounded & !m_Jumping & m_PreviouslyGrounded) If (!m_PreviouslyGrounded & m_CharacterController.isGrounded) the jump state needs to read here to make sure it is not missed M_HeadBob.Setup(m_Camera, m_StepInterval) M_CameraRefocus = new CameraRefocus(m_Camera, transform, m_) Private Vector3 m_OriginalCameraPosition Private CharacterController m_CharacterController Private Vector3 m_MoveDir = Vector3.zero private AudioClip m_LandEmoteSound // the vocal sound played when character lands. private AudioClip m_LandSound // the sound played when character touches back on ground. private AudioClip m_JumpSound // the vocal sound played when character leaves the ground. ![]() Public float pitchMin, pitchMax, volumeMin, volumeMax private AudioClip m_DirtWalkFootstepSounds // an array of footstep sounds that will be randomly selected from. private AudioClip m_DirtRunFootstepSounds // an array of footstep sounds that will be randomly selected from. private AudioClip m_GrassWalkFootstepSounds // an array of footstep sounds that will be randomly selected from. private AudioClip m_GrassRunFootstepSounds // an array of footstep sounds that will be randomly selected from. private AudioClip m_WoodWalkFootstepSounds // an array of footstep sounds that will be randomly selected from. private AudioClip m_WoodRunFootstepSounds // an array of footstep sounds that will be randomly selected from. private LerpControlledBob m_JumpBob = new LerpControlledBob() private CurveControlledBob m_HeadBob = new CurveControlledBob() private FOVKick m_FovKick = new FOVKick() Public class FirstPersonController : MonoBehaviour It may not be my code but please take a look and see if you notice anything because I have spent hours trying to get it right using System Check the package contents and Unity’s release notes before you decide to re-install.I'm trying to get used to some audio programming in Unity and I am having a horrible time trying to get my footsteps to change based on material tags. A newer version might make your project look or behave differently and you may need to re-tweak its parameters. HINT: A newer version of a Standard Asset might behave differently to your existing install (for performance or quality reasons, for example). This means that if you upgrade your Unity Editor to a newer version, the Standard Assets you have already imported into your project do not upgrade: You have to manually upgrade them. Unity copies the assets you choose to include from the Unity install folder into your new project folder. When you create a new project in Unity, you can choose to include Standard Assets collections in your project. Asset>Import Package menu Standard Assets Do Not Upgrade Automatically See Asset Packages for information about installing (importing) Standard Assets, as well as sharing Custom Packages between projects and via the Asset Store. Note: If you chose not to install Standard Assets when you installed Unity, you can download them from the Asset Store. Unity transfers Standard Assets into and out of projects using Unity packages. These are: 2D, Cameras, Characters, CrossPlatformInput, Effects, Environment, ParticleSystems, Prototyping, Utility, Vehicles. These are collections of assets that are widely used by most Unity customers. Unity ships with multiple Standard Assets.
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