This update mainly responded to the feedback from supporters and fixed some core bugs.
Fixed:
1. When loading the plug-in through General Presets, an error will be reported, resulting in the plug-in not working.
2. When you open the Joystick Control(Xbox Control), the person in the mirror will disappear.
3. By completely rewriting the Character Controller in JoystickControl instead of using the Character Controller that comes with the engine. Fixed the conflict between JoystickControl and male characters.
Optimization:
1. Now, by default, the necessary joints of the character will be opened, and there is no need to click the button manually.
2. Thanks to the completely rewritten CharactorController, the collision between characters and scene objects can be handled better now. Some previous abnormal behaviors with obstacles have been eliminated.
1. A new dynamic obstacle shape-capsule is added to better adapt to the scene.
2. Support adding dynamic obstacles to characters(Do not suggest unless necessary.).
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3. Optimize walking fluency when the speed is not "Custom speed".Now, by default, "custom speed" is used for pathfinding.
4. Some parameters are optimized.
This time brings two important function updates.
1. Brought pathfinding components for ordinary atoms. Yes, you can now make any atom (such as CUA) find its way.
Cooperate with the provided trigger, you will be able to achieve more amazing scene logic and effects.
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Provide as powerful function as character pathfinding.
2. Key improvements have been made to JoystickControl. Please watch the video demonstration.In the previous version, when you controlled the movement of characters, characters might accidentally cross or jump on objects in the scene, resulting in strange bugs. Now I have added extra functions for DynamicObstacle to avoid this. When a character collides with DynamicObstacle, it will trigger an active stop. This is quite useful in many situations.
Note: Starting from this version, you need to upgrade the game version to version 1.22.07 or above before you can use it, otherwise you will report an error.
Custom navigation speed + Timeline walking animation :
This update mainly brings some optimization of core functions.
Special thanks to @vaan20 for providing code suggestions for this update.
1. Rewrite the character move logic when the "custom navigation speed" is turned on in pathfinding mode. Now it will be possible to control the start, stop and turn of the movement more freely and accurately, so as to minimize the occurrence of slip. As shown in the video.
Usually, you will have a higher degree of freedom to create your movement mode at a "custom navigation speed", such as using your Timeline animation as a walking animation.
This is a typical example applied to this feature.
And several additional parameters are added for adjustment.
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2. The offset parameter in Y axis direction is added to the following camera. You can control the height of the camera more freely.
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1. Now you can adjust the speed of walking animation in real time. See the video for details.
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2. Add a new trigger: Rotate Completed Trigger. When "Align TargetAtom When Arrived" is turned on, this trigger will be triggered when the character reaches the target atom and finally aligns with the direction of the target atom.
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3. Now you can switch "Animation Presets" in real time, even when you switch its options during walking, it will take effect immediately.
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5. Optimized the turning effect for large angles when people find their way, and now the turning will be smoother. Fixed the problem of accidental characters twisting instantly in previous versions.
6. Optimize Joystick control effect. Now it will be smoother from walking to stopping. This is especially obvious under the "Embody".
7. Animation preset now works on both pathfinding and Joystick Control.
8. A new walking speed trigger is added, which provides the current real-time moving speed of the character.
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9. Fix the problem that some parameters may be accidentally modified.
10. Fix the problem that the Start Move event may not make the characters move.
11. Some optimization of plug-in interface.
New features:
1. add the stop distance function for "Move to Player".
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Repair:
1. "Agent Radius" has been removed, because it doesn't actually work at present. Please set it through "Agent Radius" in "NaveMeshBuilder.cslist".
2. Now baking NavMesh, when you choose Children, the scope of action is the atom where the plug-in is located and all its sub-atoms. And this is the recommended option.
3. Fix the problem that the pathfinding plug-in could not be moved in VR mode after loading in the previous version.
4. The parameter name of the Target Atom is changed from "Target Atom uid" to "Target Atom".
5. Fix the problem that "Realign the skeleton to the person" may not work.
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6. Fix the problem that you can't turn on/off the third-person camera with keyboard shortcuts. In order to prevent false triggering, the shortcut key is changed to "Ctrl+E".
7. Fix the synchronization problem of "hip control". Now the posture of the characters will be more natural when walking.
This time, it mainly brings core functions and a number of improvements and bug fixes.
1. Now the plug-in function can work seamlessly with Embody, which means that you can play freely in the scene from the first-person perspective like other VR games. As you can see in the video, after a few simple settings, you can freely control the walking of the characters in the scene through the XBox Controller(which requires steamVR) or the left handle of VR (I only tested it in quest2+steamvr+vd). Of course, navigation operations are also applicable.
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For Xbox controllers: All key mappings are consistent with the previous version.
For VR handle: left joystick X: interactive; Left Joystick Trigger: Put back the grabbed object.
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If you plan to use VR handle control, it is strongly recommended to turn off the movement of the left handle!
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2. Optimize the function division of plug-ins. Now you can adjust the walking speed of navigation and manual walking speed respectively, and the parameter names are easier to understand.
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3. For navigation and walking, whether to stop the Timeline at startup can be controlled separately to adapt to some specific needs.
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4. In the case of VR, the third-person camera control function will be hidden to prevent it from being triggered by mistake.
This update brings some new features.
1. According to the feedback from the community, the gaze target of the third-person camera can now be set to the designated atom. This provides more possibilities for the camera.
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2. The UI has been partially optimized and adjusted.
3. Now you can adjust the transparency and zoom of the cue ball.
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4. Now, when controlling people to walk through the handle or keyboard, it also supports triggering MoveBeginTrigger and MoveCompleteTrigger. This further improves the flexibility.
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And some bug fixes for supporters' feedback.
Wiki has been updated.
- This update mainly brings a powerful third-person camera controller. Now you can operate the third-person camera through the xbox handle or mouse keyboard.
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The camera controller includes the following features:
1. Zoom in/out.
2. Control the camera angle freely through the joystick.
3. The third-person camera can be turned on or off with one key of the handle/keyboard.
4. When the player has no operation, the camera will turn on the automatic surround function after a specified period of time.
5. The camera motion has an adjustable slow motion effect, which makes the camera follow more smoothly.
The following is a picture of the keymap (handle is recommended).
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Other new features:
Now you can call the additional event "Build NavMesh" to dynamically Bake NavMesh.
- At the same time, some bugs fed back by users were fixed.
- In addition, I packed a new preset package of walking animation, which you can download here.
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Contains a lot of updates. This update will add several important functions to make VAM closer to a real game:
1. The Joystick or keyboard direction keys will be able to control the characters to walk freely. And quite smooth.
Of course, you can freely replace the animation of walking.
2. Characters can interact with the scene in a more complicated way. You can grab and carry objects, and interact with objects in the scene and trigger Timeline animation (such as sitting in a seat).
3. You can also use the debugging function in VR mode (in desktop mode, you can directly set the target location by alt+ middle mouse button).
4. In Embody, you can use the function of pathfinding and joystick control normally.
5. Optimize the UI of the plug-in. More concise and clear.
6. The handle controls the speed of jumping rotation and the maximum climbing slope when the character moves.
The user manual has been updated.