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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):

  1.  Grounded Movement Substate Modifiers (MSCC Script)

    1. Grounded Movement Substate

      1. This value represents the starting grounded movement substate.

      2. This is not the default grounded substate. Running is the default grounded substate.

      3. This value will hold until the substate is changed once regardless of the MultiStatePlayerInput script’s “requireSubstateHoldKey” value. (See 2.0.1.g.i)

    2. Running Speed Multiplier

      1. The “groundedTransitionalSpeed” is multiplied by this value to achieve the final running speed. (See. 3.0.1.f.i)

      2. This value should NOT be treated as a substitute for the “groundedTransitionalSpeed”

    3. Walking Speed Multiplier

      1. The “groundedTransitionalSpeed” is multiplied by this value to achieve the final walking speed. (See. 3.0.1.f.i)

    4. Crouching Speed Multiplier

      1. The “groundedTransitionalSpeed” is multiplied by this value to achieve the final crouching speed. (See. 3.0.1.f.i)

    5. Sprinting Speed Multiplier

      1. The “groundedTransitionalSpeed” is multiplied by this value to achieve the final sprinting speed. (See. 3.0.1.f.i)

    6. Crouching Collider Difference

      1. This value represents the projected player’s collider height difference between the crouching state and all other states.

      2. The “overheadLayer” holds the crouching state under low objects. (See 3.0.1.a.ii)

 

  1. Grounded Substates (MultiStatePlayerInput)

    1. Require Substate Key Hold Bool

      1. 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.

      2. False – Substates will toggle based on the toggle key, and the key can be released without defaulting to the running substate.

    2. Crouch Toggle

      1. This is the key that will cause the player to enter the crouching grounded substate. To disable, set this value to none.

    3. Sprint Toggle

      1. This is the key that will cause the player to enter the sprinting grounded substate. To disable, set this value to none.

    4. Walk Toggle

      1. 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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