Patch Notes:

Update 1.03 has launched with the following changes:

Important:

From this point forward, the pivot of the projected player must be set at the bottom of the player unit instead of at the player’s head’s height.

The main capsule collider of the projected player has been moved to a new child object of the projected player: the physics gyro. The physics gyro (if enabled) will rotate in a similar manner as the character representation’s gyro while in the swimming and flying states.

Please refer to the prefabs for a functional example of this new hierarchy setup.

Note (BETA): in order for the physics gyro (BETA) to function properly the following lines of the MultiStateCharacterController script need to be changed:

     Line 494: colliderHeight = physicsGyro.GetComponent<CapsuleCollider>().height;

       Line 495: colliderPosition = physicsGyro.GetComponent<CapsuleCollider>().center;

       Line 2142: float radius = physicsGyro.GetComponent<CapsuleCollider>().radius;

       Line 2162: physicsGyro.GetComponent<CapsuleCollider>().height = colliderHeight - crouchingColliderDifference;

       Line 2163: physicsGyro.GetComponent<CapsuleCollider>().center = colliderPosition + Vector3.down * (crouchingColliderDifference * 0.5f);

       Line 2167: physicsGyro.GetComponent<CapsuleCollider>().height = colliderHeight;

       Line 2168: physicsGyro.GetComponent<CapsuleCollider>().center = colliderPosition;

        Line 555:

                if (relativeFreeVector.z >= 0)
                {
                    newRotation.eulerAngles = new Vector3(newRotation.eulerAngles.x + Mathf.Clamp((adjustedMagnitude / physicsGyroMagnitudeFactor) *                                                                physicsGyroMaximumAnimationAngle, 0, physicsGyroMaximumAnimationAngle), lookRot.eulerAngles.y, lookRot.eulerAngles.z);
                }   
                else
                {
                    newRotation.eulerAngles = new Vector3(-newRotation.eulerAngles.x + Mathf.Clamp((adjustedMagnitude / physicsGyroMagnitudeFactor) *                                                                physicsGyroMaximumAnimationAngle, 0, physicsGyroMaximumAnimationAngle), lookRot.eulerAngles.y, lookRot.eulerAngles.z);
                }

 

Other Changes:

  1. Expanded root motion capabilities.

  2. Root motion versions of the grounded sub-state animations have been added.

  3. The Grounded Movement Sub-state will be set to the Running Sub-state before entering the sliding, falling, jumping, swimming, ragdoll, and flying states.

  4. The flying gyro and animator transition dampening parameter has been separated into two distinct parameters.

  5. The swimming gyro and animator transition dampening parameter have been separated into two distinct parameters.

  6. Surface swimming animations will now respect the swimming animation transition parameter.

  7. Parameters have been added to control the swimming gyro’s intensity based on player depth.

 

Closing Notes:

Many of the beta features included in this version will be finalized with the release of update 1.1.

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