This is insane. You can literally play vam.??
I see.. checked out the test scene and i see the different speeds! so currently you can't really use custom timeline animations that only exist in a Vam scene it seems, right? meaning, for the walk cycles etc.You can specify a custom speed.But I want to make it clear that if your animation has its own displacement, the default form can ensure that the speed matches perfectly(You need to set the premise animation strictly according to the instructions.).
But as I said before,You can also customize the speed.Then you match it manually.Please read the instructions for details.
You should add multiple sets of custom actions at the same time.And then switch dynamically.I see.. checked out the test scene and i see the different speeds! so currently you can't really use custom timeline animations that only exist in a Vam scene it seems, right? meaning, for the walk cycles etc.
currently i'm making a game where the player can walk, run, but also crouch and crouch walk. I'm not sure how i would add these animations dones in timeline, to this plugin
Yeah read the instructions and shows that you have to import animations into a unity skeleton which is a bit complex for someone who isn’t familiar with unity. It also doesn’t quite explain what kind of animations you can import? I wouldn’t know if I can export my timeline animations and use that? Or if it’s specific to animations from unity itself or some type of library I’m not aware of.You should add multiple sets of custom actions at the same time.And then switch dynamically.
The custom animations here is not a timeline animation.It is an externally imported unity animation.
I still have to say that you have to read the instructions of the plug-in.The link of detailed plug-in description is explained on the plug-in page of hub.
All animations compatible with unity humanoid skeleton can be used, but you need to know something about unity animation.In addition, I also provided related resource files and videos.Yeah read the instructions and shows that you have to import animations into a unity skeleton which is a bit complex for someone who isn’t familiar with unity. It also doesn’t quite explain what kind of animations you can import? I wouldn’t know if I can export my timeline animations and use that? Or if it’s specific to animations from unity itself or some type of library I’m not aware of.
Based on the orientation of the main camera of the game(So far).Not a window camera,This can also be seen from the demonstration video。More options may be added in the future.Secondly, it seems like the movem
ent doesn't quite have a way to choose a movement delta, for example, based on a camera orbiting the player. if I press forward the whole time, but move the camera around, it doesn't move the forward direction based on the camera facing direction.
Here's a video example. Please excuse the split panel, not sure why that's happening with the window camera in the demo scene.. But as you can see, if i move the camera, and press forward, she doesn't go "forward" based where the camera is facing. I read the instructions, and didn't see any options to choose a reference for movement direction
View attachment 408624
Right. It would be great if this was more user friendly, and can play animations from timeline, as not everyone who wants to purchase this plugin is familiar with unity, like myself, and are more strictly familiar with VaM. Its not really worth spending time learning unity just for one case use, when plugins like VaM timeline exist.All animations compatible with unity humanoid skeleton can be used, but you need to know something about unity animation.In addition, I also provided related resource files and videos.
i think being able to use the window cam is a must have, as with the only camera plugin (the one im using in the video,) is only works with the window camera to get a third person camera. It’s definitely a game changerBased on the orientation of the main camera of the game(So far).Not a window camera,This can also be seen from the demonstration video。More options may be added in the future.
Thank you for your feedback, and I will conduct corresponding investigation.BUG TESTING / PLAY TESTING:
Having an odd issue with the newest version. Here's how I produce the issue.
VERSION: AdvancedPathfindingSystem.8.var
- Place NavmeshBuilder Plugin in "WoodPanel".
- Place PersonController in a Person.
- Place an object name "Cube".
- Type Cube as a target and click "Move to target atom".
- WORKS
- Move cube and Click "Move to target atom" .
- FAILS
- Type "None" as a target and click "Move to target atom" so it refreshes the target.
- Type Cube as a target and click "Move to target atom".
- WORKS
- Move cube and Click "Move to target atom" again
- FAILS again
- Click "Is Enable Track" to Enable Tracking.
- WORKS
- Disable "Is Enable Track" to disable tracking.
- Click "Move to target atom".
- FAILS
- All other versions under 8 work normally.
SUMMARY / TLDR : In version 8 only for some reason its not resetting the target atoms location to move to, until you change the name, then change it back, Although "Enable tracking" works perfect , The "Move to target atom" only works one time, and then never updates if the object moves. This problem persists even after closing and re-opening VAM.
View attachment 409705
- 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.
View attachment 411753View attachment 411754
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...
The plug-in interface itself has a switch to control whether to turn on the camera.Camera stuff if cool!
it looks like the camera can only look at a person atom controller atm... this causes a lot of noise in the camera , if it's the hip or chets for instance. can it just use the actual person atom controller, or perhaps another controller outside of the person atom to look at?
is pressing Y the only way to access the camera? is there a way to configure it so that i can turn it on or off through the plugin instead of a button press? what if i don't want a person to exit the camera?
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.
View attachment 416112
2. The UI has been partially optimized and adjusted.
3. Now you can adjust the transparency and zoom of the cue ball.
View attachment 416113
4. Now, when controlling people to walk through the handle or keyboard, it also supports...
This time, it mainly brings core functions and a number of improvements and bug fixes.
View attachment 418630
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...
New features:
1. add the stop distance function for "Move to Player".
View attachment 420823
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...
Using Xbox controller in VR mode, as far as my current test is concerned, it only works when using steamvr.I tried this with my xbox controller plugged into my PC and it worked, but then tried it with my controller paired to my VR headset and it didn't, but the Quest controllers kind of worked. Any idea why this might be? With the quest controllers, the same analog stick you use to move is what controls the distance from the atom, so it's kind of a non-starter in VR because you're moving away from the character at the same time it's moving away from you. Would passenger help or is this primarily made for non-VR use?