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Got another build with more improvements and additions for the locomotion system. There's a number of tweaks which should make it behave and look better and fix some of the weirdness.
I think it's pretty ready to get some of the community made tunings integrated, so if you're helping to fine tune the parameters, give this build a try, I'll be looking at them soon.
There's also more additions to the footstep system - it's now super easy to setup worlds with footstep sounds! You just need to create footstep sound definitions for various materials - you can select/modulate them based on the foot impact velocity and other parameters and then you just need to apply a single component to the collider surfaces for this to work.
It works with submeshes (so you can match different sounds to different materials) and there's a component to work with splatmaps too!
There's still more to do with the system, but this should be adding a bunch more polish and giving you some extra goodies at the side as well!
[h2]New Features:[/h2]
- Added FootstepSoundDefinition for defining a single footstep sound "material"
-- You can have multiple clips for each definition, where one is chosen randomly based on the footstep specifics and weight
-- Each sound can be limited to play only if the footstep impact velocity is within MinVelocity & MaxVelocity - this lets you use different sound effect clips depending on how fast the player is walking/running
-- Each sound can also be limited to play only for walking on the ground or only when the player lands after falling/jumping. You can also limit clips to play only for the left or right foot
-- You can modulate the sound pitch and volume based on the velocity and add a random variation to each as well
-- The idea of this component is that you can easily reuse it for lots of colliders and parts of the world - e.g. by creating a preset for walking on grass, wood, metal and so on
- Added FootstepSoundPlayer component
-- Place this on any collider that you want to produce sound effects when players walk on them
-- You can reference one or more "sound materials". Use multiple if you want each submesh of a mesh collider to produce a unique sound effect
-- If only a single material is defined, it will be always used, regardless if the foot lands on a submesh
-- The sound material component can be individual FootstepSoundDefinition or a component that handles further selection
- Added FootstepSoundSplatmapSplitter
-- This component is a sound material that can be plugged to FootstepSoundPlayer
-- It allows you to reference a splatmap and then play appropriate sound effect depending on which part was hit - selecting unique sound effects for R, G, B or A, depending which channel has highest value
-- The splatmap needs to be a readable texture for this to work
-- This only works with UV mapped mesh colliders
- Add SelfFootstepEventRelay (requested by @jackthefoxotter, issue #2927)
-- Placing this in the hierarchy of the user lets you receive all footstep events generated by that user
-- You can use this directly as the source for the FootstepEvents node
[h2]Tweaks:[/h2]
- Add landing velocity to the velocity of a footstep event after falling
-- This will more accurately represent the impact velocity of the foot on landing
- Improve forward movement reference handling to be smoother and prevent rapid flipping between front/backwards movement when moving sideways (based on report by @zyro1331, issue #2922)
- Reworked knee effector calculation to produce better knee poses and avoid the leg randomly twisting around
-- Note that it can still misbehave when crouching, particularly depending on the avatar and how the IK is configured
[h2]Fixes:[/h2]
- Fix locomotion forward reference flipping when looking up
- Fix LocomotionState not being marked as data model type
-- This fixes DebugLocomotionSimulator causing crash when added in a session with users (reported by @moonbase__, @draconas_rayne, Orion_Moonclaw, issue #2927)
- Fix footstep events being missed when landing at high velocity