Footstep System
Last updated
Last updated
The JU Footstep script detects the collision of a character's foot with the surface and plays sounds and effects according to the tag of the stepped surface.
The JU Footstep is already configured normally in the quick setup, you can skip this, but if you want to edit it, let's do it
Properties | Description |
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Audio Source | JUFootstep needs an Audio Source to play the audios. |
Footstep Audio Clips | This variable manages to store audios and effects to be played randomly according to each surface tag -Surface Tag: Tag of the surface where you want to play the audios and effects. -Audio Clips: array/list of audios. -Effects: particle/decal effects that are instantiated on collision position and rotation, the default effect is a mesh with footprint texture to simulate a decal, I recommend replacing it with a real decal and the result will be better. |
Invert X | This option will invert the x-axis of the footprint effect if the footprint decal is inverted. |
Min Time To Play Audio | Minimum time between one sound to another, this avoids sound glitches by the detector colliding too fast. |
Ground Layers | Layers of surfaces that the Footstep System will collide with and play footstep sounds. |
The rest of the Ground Check parameters do this from the gif below:
Properties | Description |
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Left Foot | It's the left foot bone transform, normally assigned automatically. |
Right Foot | It's the right foot bone transform, normally assigned automatically. |
If you haven't modified the original structure of the folders, it's possible to do a quick setup, just click on the three dots(script context menu) and click on Load Default Footstep Audios