I Have This FootstepScript It Works Fine But When I Run I Don’t Hear The Footstep Sounds Anymore
These Are Javascripts
My FootSteps Script:
var ground : AudioClip[];
private var step : boolean = true;
var audioStepLengthWalk : float = 0.45;
var audioStepLengthRun : float = 0.82;
function OnControllerColliderHit (hit : ControllerColliderHit) {
var controller : CharacterController = GetComponent(CharacterController);
if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Ground" && step == true ||
controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Grass" && step == true ) {
WalkOnGround();
RunOnGround();
}
}
/////////////////////////////////// Ground ////////////////////////////////////////
function WalkOnGround() {
step = false;
audio.clip = ground[Random.Range(0, ground.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthWalk);
step = true;
}
function RunOnGround()
{
if(Input.GetKeyDown("left shift"))
{
step = false;
audio.clip = ground[Random.Range(0, ground.length)];
audio.volume = .1;
audio.Play();
yield WaitForSeconds (audioStepLengthRun);
step = true;
}
}
@script RequireComponent(AudioSource)
@script AddComponentMenu("CharacterPlayer/FootstepGrass")
And Heres My PlayerScript
var walkSpeed = 6.0;
var runSpeed = 11.0;
private var crouchSpeed = 3.0;
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
var limitDiagonalSpeed = true;
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
// There must be a button set up in the Input Manager called "Run"
var enableRun = true;
var enableCrouch = true;
var jumpSpeed = 8.0;
var gravity = 20.0;
var enableFallingDammage = true;
// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
var fallingDamageThreshold = 10.0;
var fallingDammageMultiplier = 2;
// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
var slideWhenOverSlopeLimit = false;
// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
var slideOnTaggedObjects = false;
var slideSpeed = 12.0;
// If checked, then the player can change direction while in the air
var airControl = false;
// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
var antiBumpFactor = .75;
// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
var antiBunnyHopFactor = 1;
private var moveDirection = Vector3.zero;
private var grounded = false;
private var controller : CharacterController;
private var myTransform : Transform;
private var speed : float;
private var hit : RaycastHit;
private var fallStartLevel : float;
private var falling = false;
private var slideLimit : float;
private var rayDistance : float;
private var contactPoint : Vector3;
private var playerControl = false;
private var jumpTimer : int;
private var charHeight : float; //Initial height
function Start () {
controller = GetComponent(CharacterController);
myTransform = transform;
speed = walkSpeed;
rayDistance = controller.height * .5 + controller.radius;
slideLimit = controller.slopeLimit - .1;
jumpTimer = antiBunnyHopFactor;
oldPos = transform.position;
}
function FixedUpdate() {
var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;
if (grounded) {
var sliding = false;
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
// because that interferes with step climbing amongst other annoyances
if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// However, just raycasting straight down from the center can fail when on steep slopes
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
else {
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
if (falling) {
falling = false;
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold && enableFallingDammage == true)
ApplyFallingDamage (fallStartLevel - myTransform.position.y);
}
if (Input.GetKey(KeyCode.LeftShift) && enableRun == true)
{
speed = runSpeed;
}
else if (Input.GetKey("c") && enableCrouch == true)
{
speed = crouchSpeed;
}
else
{
speed = walkSpeed;
}
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
var hitNormal = hit.normal;
moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize (hitNormal, moveDirection);
moveDirection *= slideSpeed;
playerControl = false;
}
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
else {
moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
playerControl = true;
}
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
if (!Input.GetButton("Jump"))
jumpTimer++;
else if (jumpTimer >= antiBunnyHopFactor) {
moveDirection.y = jumpSpeed;
jumpTimer = 0;
}
}
else {
// If we stepped over a cliff or something, set the height at which we started falling
if (!falling) {
falling = true;
fallStartLevel = myTransform.position.y;
}
// If air control is allowed, check movement but don't touch the y component
if (airControl && playerControl) {
moveDirection.x = inputX * speed * inputModifyFactor;
moveDirection.z = inputY * speed * inputModifyFactor;
moveDirection = myTransform.TransformDirection(moveDirection);
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller, and set grounded true or false depending on whether we're standing on something
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
}
function Update ()
{
}
// Store point that we're in contact with for use in FixedUpdate if needed
function OnControllerColliderHit (hit : ControllerColliderHit) {
contactPoint = hit.point;
}
// If falling damage occured, this is the place to do something about it. You can make the player
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
function ApplyFallingDamage (fallDistance : float) {
gameObject.SendMessage("ApplyDammage", fallDistance*fallingDammageMultiplier);
Debug.Log ("Ouch! Fell " + fallDistance + " units!");
}
@script AddComponentMenu("CharacterPlayer/PlayerScript")