Introducing Reactive Rider:
What is it?
Reactive Rider was designed with two things in mind: ease of use and compatibility. Reactive Rider is a very passive system. This means that the base character movement is defined by the movement of the horse itself and can then be overridden by specific character actions. It is fully adjustable to any mecanim compatible character and its functionality is easily expanded.
What do I need?
Reactive Rider was designed for unity’s mecanim system and is IK-based. So, all you need the Low Poly Horse Pack sold in the unity asset store and any mecanim compatible character. A very basic character is even included in the Low Poly Horse Pack.
Download any Unity Mecanim compatible character and place it in your scene.
Place any of the LPHorse_RR prefabs into your scene. The only difference between them is their color.
Locate the Reactive Rider script under the LPHorse_RR/Saddle_Dark_RR gameobject you just placed in your scene.
Assign your character to the “Rider” parameter in the Reactive Rider script.
Locate and assign the character’s skeleton’s right hand to the “Rider Right Hand” parameter in the Reactive Rider script. Hand location in the Hierarchy will vary slightly from character to character.
Set “Update Position Every Frame” to true.
Add an Animator to your character and set “ReactiveRider_AC” as the animation controller.
Press Play and locate the horse gameobject in the scene.
Make sure that the parameters under the "Horse References" section of the Reactive Rider script have been assigned.
If they are not assigned:
Horse - The actual horse mesh in the scene, named: "LP_Horse_Mesh_2_9..."
Saddle Bind Points Prefab - Prefab located in "LPHorse_Version_2_9/Version_2_9/ReactiveRider/Prefabs/RRSaddleBindPoints"
Static Bind Points Prefab - Prefab located in "LPHorse_Version_2_9/Version_2_9/ReactiveRider/Prefabs/RRStaticBindPoints"