General
v1.4.2
Last updated
v1.4.2
Last updated
On the General Tab you will find the most used parameters that you can modify on the (AC)
If this is set to true, this Animal will be your Main Character.
This will use a Singleton pattern and will set the Static value: Animal.isPlayer.Value = true;
. That way the Respawn System and the CheckPoints will know which main animal (Player) to respawn when it dies.
Pivots are used to align the animal to a surface, Ground or Water see the next link for more information
PivotsThe animal will use the Camera's Forward Direction to move
If you disable Camera Input the animal will no longer be influenced by the camera's look direction. It also can walk backward
If true, the animal will always go forward - just like in endless runner games
Users the Camera Up Vector to move up or down whilst flying or swimming underwater - if this is false, the animal will need an up/down Input to move higher or lower.
Used for Joysticks or Mobile Input to increase the speed by Stick Pressure.
Can the Animal Sprint?
The Turn Multiplier for the animal. Higher Values mean the animal will turn faster
Smoothing dampening to turn in-place. This is used by the AI when it reaches a target and the target Moves around the AI Animal
Slows down the Animal when the Turn Angle is outside the limit provided
Global multiplier for the animal's animator. Higher values means that the animations will play faster
Local Time Multiplier for the animal. Can be used for slow-motion movement. You can have all the animal enemies move slowly while your character moves at regular speed to simulate a Focus feature.
Layers the Animal considers ground
(If the animal starts to fall for no reason, it should be because Ground Layer is empty, or the layer of the Game Objects beneath the animal needs to be added to the Ground Layer Mask).
A toggle to allow the animal to orient its rotation to the ground - disable this for humanoids!
What is your debris tagged as in Unity? Tag your small rocks, stairs, and other small objects that the animal can walk on to allow better raycasting calculations from the animal.
By default is set to "Stair"
Distance from the Animals hip to the ground
The maximum angle of the slope that the animal can walk. If the animal tries to walk on a slope that is higher than this, it will slide down.
Angle on the terrain to start sliding down
If an animal is sliding down because of a slope, how much should they be pushed down
Dampening value to activate the sliding effect - lower values mean the sliding occurs faster
Smoothness value to snap to the ground when grounded
Left: Align Pos Lerp = 2. Right Align Pos Lerp = 30
Smoothness value to Snap to ground while Grounded
Smoothness value to snap to the ground when using a non-grounded state e.g. falling
Smoothness value to Align to ground slopes while Grounded
Left: Align Rot Lerp = 2. Right Align Rot Lerp = 30
The radius of the spherecast used to check for ground underneath the animal
When the animal is grounded, how often should the controller check per frame to align the animal. Higher values = more accuracy Lower values = better performance The default is 1 per frame
Direction of the Gravity as a Vector 3. Default is -1 on the y axis. E.g. Standard earth gravity pushing directly down.
How strong the Animal will fall to the ground. Default is 9.8
Start the gravity with extra time to push the animal down. Higher values = stronger gravity
Clamps the gravitys speed/velocity. Setting to 0 will ignore this setting.
A toggle that allows the animal to move on any surface in any direction e.g. upside down or similar to sonic around a tube
Can the animal Strafe?
Strafing requires a new set of animations. Make sure you have the proper animations set to use this feature!
Activates strafing on the animal - a toggleable bool that is typically used at runtime - you normally won't need to set this yourself.
Normalizes the strafing angle of the animal e.g. 180 to -180 becomes 1 to -1
Lerp value to smoothly enter the state Default is 5