
Grounded State:
Substate Information:
By default, the grounded movement state contains four substates, and it is worth noting that the grounded movement state is the only state that contains substates.
The four substates include: Running, Walking, Sprinting, and Crouching.
The default substate is running.
Crouching will shrink the Projected Player’s collider height, but otherwise the only difference between the states is movement speed. There is no built-in stamina type mechanism by default.
The substate’s movement properties are located under the PlayerUnit/Player/MSCC script. (See 3.0.1.g)
Note: Do NOT use the running speed multiplier as a substitute for the grounded transitional speed!
The substate’s user interaction properties are located under the PlayerUnit/CameraRig/MultiStatePlayerInput script. (See 2.0.1.g)
Documentation excerpts (3.0.1.g and 2.0.1.g):
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Grounded Movement Substate Modifiers (MSCC Script)
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Grounded Movement Substate
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This value represents the starting grounded movement substate.
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This is not the default grounded substate. Running is the default grounded substate.
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This value will hold until the substate is changed once regardless of the MultiStatePlayerInput script’s “requireSubstateHoldKey” value. (See 2.0.1.g.i)
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Running Speed Multiplier
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The “groundedTransitionalSpeed” is multiplied by this value to achieve the final running speed. (See. 3.0.1.f.i)
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This value should NOT be treated as a substitute for the “groundedTransitionalSpeed”
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Walking Speed Multiplier
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The “groundedTransitionalSpeed” is multiplied by this value to achieve the final walking speed. (See. 3.0.1.f.i)
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Crouching Speed Multiplier
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The “groundedTransitionalSpeed” is multiplied by this value to achieve the final crouching speed. (See. 3.0.1.f.i)
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Sprinting Speed Multiplier
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The “groundedTransitionalSpeed” is multiplied by this value to achieve the final sprinting speed. (See. 3.0.1.f.i)
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Crouching Collider Difference
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This value represents the projected player’s collider height difference between the crouching state and all other states.
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The “overheadLayer” holds the crouching state under low objects. (See 3.0.1.a.ii)
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Grounded Substates (MultiStatePlayerInput)
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Require Substate Key Hold Bool
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True – A substate is only active if the toggle key is being held else the MSCC will default to the running substate while in the grounded state.
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False – Substates will toggle based on the toggle key, and the key can be released without defaulting to the running substate.
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Crouch Toggle
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This is the key that will cause the player to enter the crouching grounded substate. To disable, set this value to none.
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Sprint Toggle
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This is the key that will cause the player to enter the sprinting grounded substate. To disable, set this value to none.
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Walk Toggle
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This is the key that will cause the player to enter the walking grounded substate. To disable, set this value to none.
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