Check out the latest video tutorial on how to set up a custom scenario, custom character and iStep together:
Hello everyone,
iStep 1.2.3 has been released today :).
For more information see the release notes in the Asset Store.
Hello everyone,
iStep 1.2.4 has been just released as well :).
The new release brings even more improvements to the core algorithms of iStep :).
iStep 1.2.4 is now available on the Unity Asset Store!
The WebGL demo has been updated to 1.2.4 as well!
I also tried to create a marketing video however I am noobish at this so take it for what it is :).
Hello everyone!
iStep 1.2.5 has been released today.
The update includes tiny bug- and typo fixes as well as an update to the demo scene(s).
Try the new update in the WebGL demo: https://istepunity.web.app/starter/
I also created a new video tutorial explaining iSteps most important settings and how to use them correctly - however itâs a very long and maybe even complicated tutorialâŚ
Anyway, here it is, I will definitely create a better tutorial soon, but until then you will have to get by with this one :p:
Hi, @Kreshi
We are developing a 2D physics game with 3D characters.
So, our character is using a 2D Box collider and the collision with the platforms is made by 2D colliders also.
iStep would work for us based on the 2D collision or it only works for full 3D collisions?
Hi raphael,
iStep at the moment only reacts to 3D collisions, however regarding your use-case with 3D visuals and 2D physics, this is exactly what I did in âHoax Hunterâ as well. In my case I just let the character collide with 2D physics while i let iStep collide with the 3D world. Check out the video below, itâs one of my early videos but it explains this use-case :). Due to iSteps body-adaption feature which works upwards as well as downwards, the only thing I had to do was to attach mesh-colliders to the 3D geometry and everything worked as expected :). iStep has also vastly improved since then and gives better results than shown in the video. I hope this information is useful to you and helps you in finding the right decision :).
Hi, @Kreshi
Bought the asset after reading your explanation above and seeing the video tutorial!
Just installed and itâs working great for our use case as you said!
Have to do some tweaks to make it shine and polished, but from the get going, with the default values in the script, already having a good result.
Thank you for the response and for the work in this amazing asset!
Thank you for the positive feedback.
Iâm glad i could help :).
iStep 1.2.6 has been released
iStep is now part of the new
Blink Publisher-Curated Mega Bundle
for the next 14 days!
So in case you were still undecided about getting iStep then now is the best time to do so!
Save up to 94% with this awesome mega bundle deal!
Blink Publisher-Curated Mega Bundle: https://assetstore.unity.com/mega-bundles/blink
I havenât worked with high heels before. How would high heels work with this IK?
Hi hopeful,
in the video below you can get an idea of how iStep is used with a few different characters, one of which is a high-heeled character :).
Hi, I just wanted to ask, is there some kind of stairs/curb climbing implementation built in or do I have to implement that myself?
Hi appenius,
I donât know if I understand the question correctly, but I will try to answer it as good as I can in the following points :):
- iStep as a foot placement solution corrects both foot as well as body position to adapt to the underlying objects, be it stairs, curbs, terrain, slopes or anything else with a collider.
- All features and content from the WebGL demo are included with iStep: https://istepunity.web.app/starter/
- The character controller used in the demo can climb stairs/curbs however the selling proposition of iStep is not the character controller but the foot placement solution :). iStep can be used as an add-on for all popular character controllers or AI-solutions from the Asset Store. Compatibility should be no issue here, the only thing iStep requires is your character to be of type humanoid and IK pass enabled.
I hope this answers your questions :).
Thank you for your answer :).
I was just curious, as I saw your video with UMA characters (I donât use them), and in that video the characters were adjusting their positions as you moved the cube and it looked pretty good and natural.
Ah I see :). What you just described is exactly what iStep is for :).
Oh okay, so I must have something wrong in my setup, because when I move the box like you did in the video, my character is just moving with it because of capsule collider, I will look into that
Ah ok this is what you want to do, you want the âmovingâ box to interact with iStep.
For that, please set âMinimum Movement Thresholdâ to â0â for your characters FootIK component.
This is an optimization and stabilization value to only calculate new IK positions, when the foot moves for the given value. In your case, because the box is moving, you want this value to be 0 to achieve the desired result.
If the above instruction isnât enough to create the desired result, you can try the following in addition:
- activate âIs Triggerâ for the collider of your box
- set âTrigger Collision Interactionâ to âCollideâ for your characters FootIK component
By the way, one very useful tip for optimizing iSteps parameters is to always set Minimum Movement Threshold to 0 first, then find the values best suited for your character in play mode and copy&paste the settings afterwards.
Ooh okay, thank you very much
I will try that as soon as I get home