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.
2. The offset parameter in Y axis direction is added to the following camera. You can control the height of the camera more freely.
1. Now you can adjust the speed of walking animation in real time. See the video for details.
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.
3. Now you can switch "Animation Presets" in real time, even when you switch its options during walking, it will take effect immediately.
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.
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".
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.
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.
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.
If you plan to use VR handle control, it is strongly recommended to turn off the movement of the left handle!
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.
3. For navigation and walking, whether to stop the Timeline at startup can be controlled separately to adapt to some specific needs.
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.
2. The UI has been partially optimized and adjusted.
3. Now you can adjust the transparency and zoom of the cue ball.
4. Now, when controlling people to walk through the handle or keyboard, it also supports triggering MoveBeginTrigger and MoveCompleteTrigger. This further improves the flexibility.
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.
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).
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.
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.
This update has brought a lot of improvements and new features:
Most importantly, for you to use this plug-in better. I have written detailed instructions for this plug-in (the plug-in is still under active development and may be modified at any time). If you are going to use this plug-in, be sure to check it out: AdvancedPathfindingSystem Wiki (github.com)
1. Now you can import multiple sets of animations at once. Then switch between these animations at will. And imported animations are automatically added to options.
I have provided an example resource for custom animations in the attachment that you can import into Unity and use.
Resources
2. As shown in the video, you can now release any control of the character when walking (these joints are not controlled by walking animation, you can completely customize them, such as using timeline to control them. In the video, the animation of raising and lowering the hand when carrying items is controlled by timeline. And I have brought several sets of presets.
This can greatly improve flexibility. You can even release all the joints, and the navigation plug-in only controls the movement and rotation of the characters.
3. Now people can interact with the scene and grab objects in the scene. Of course, this requires some settings. Please check the link to the documentation provided above.
Now you can use Timeline and this plug-in to easily realize the grabbing and carrying function shown in the video.
4. You can now continue to follow the selected atoms. And provide parameters for customization.
5. A lot of optimization and adjustment have been made to the plug-in interface.
Please check the link to the documentation provided above: AdvancedPathfindingSystem Wiki (github.com)