Motion Controller

Thanks!

  1. While I haven’t tried it with a first person view, I don’t think it will be an issue.

One of the things I’ve been doing as I research is looking at other games. Skyrim and even Mirror’s Edge for example use a setup that’s similar to third-person, but they don’t use a head (while in first-person). Instead they just push the camera forward and remove geometry that shouldn’t be visible. Arm animations and such are still visible.

The controller won’t really care what parts are invisible or not.

  1. Yes. And, I agree. I plan on doing that with the idle.

The way the Motion Controller triggers animations is with a ‘motion phase’ flag. Basically an int that triggers specific animations to start. So there’s nothing stopping you from saying “100” is the basic idle, “101” is an alternate idle, and “102” is a third idle. You’d determine the randomness in code.

  1. Funny you should ask. I’m actually working on attachments now. I haven’t thought about how it all fits yet, but it’s something I need for my game.

  2. C# of course… is there any other? :wink:

  3. $65. I submitted the package today.

I hope that helps. Feel free to ask what ever you want. :slight_smile:

I just wanted you guys to know that the Motion Controller has been released!

Wow! Typically it takes a week, but I got a nice personal note from Unity and it went up in less than 24 hours.

Thanks again for the AWESOME support and I’ll do my best to keep up with requests. Just be patient. :slight_smile:

As always, if there is a problem let me know and we’ll work through it.

(One note… it actually got up before my update to the Adventure Camera that makes integrating them easier. If you get this and own the Adventure Camera, email the AdventureCamera.cs to tim@ootii.com and I’ll send you the new camera right away.)

Just bought it,

Lots of bugs, Player keeps running despite facing a wall, No Shimmy Animation, and the character won’t move while zoomed in using the Adventure Camera, and no Roll for big drops. It’s also harder then it should be to put your own character in there, and it would be nice if you could just replace the demo character’s mesh, textures, and avatar to get it working.

That being said, in my 20 minutes with it, those are all the things I could find wrong with it. Hopefully the dev gets those fixed, it still feels like a beta,
But it is awesome, not regretting buying it at all.

Awesome Work!

Hey 3,

Shimmy, auto-stopping, and rolling weren’t planned for this release, but I’ve got them on the new features list. Just remember from my previous posts that they will come after I resolve true bugs.

I actually meant to disable the zoom, but I’ll see about getting walks in for that. Good catch. :slight_smile:

Getting a new mesh shouldn’t be that bad. It really should be just a couple of steps:

  1. Add a camera (as you normally would)
  2. Drop in your humanoid character (as you normally would)
  3. Add Unity’s Character Controller
  4. Add the Motion Controller
  5. Add motions

I’ll admit that I’ve done it a 1,000 times and maybe I’m over-simplifying something. If it’s more complex than that, would you shoot me a private email and we can work through it? If you help me understand where you got stuck, maybe there is a step or two I can detail or automate.

Thanks again for the feedback,
Tim

tim@ootii.com

Just purchased! Looks awesome. Great job! Feature request would be a surface swim and diving swim. I’ll be able to give more feed back after diving into the package. Thanks!

Thank you. Added to the list. :slight_smile:

Been testing the character out. Wanted to give you feed back since this is beta.

The controller works smoothly on simple surfaces. But he’s having problems on more complex geometry. I made the terrain bumpy to test it out. He sometimes shakes when in between two normals. Also he has a tendency of freezing when jumping head long into an uneven slope. The image below he is frozen. I can push forward but nothing happens. Not even a run animation.

Thanks DL! I did test with uneven terrain, but I didn’t go quite as extreme. :slight_smile:

It looks like the “motion” in the info at the top is saying “null” and that he’s not grounded. I think it’s having a hard time figuring out if it’s grounded given the “V” he’s over… so the idle isn’t kicking in. Good find. I’ll jump on this.

Thanks for the report and the image. That always helps a ton.

Tim

Between the two packages(Adventure Cam and Motion Controller) I get a lot of naming conflicts. I don’t want to just start deleting files in case one of them trumps the other. Or are they all identical? Either way it would be nice to have a simple way of remedying this other than hunt through the files because every time I update the package I’ll get the same errors again, which will make updating a pain.

Thank you for taking a look at this

BTW thank you for sending the updated Adventure Camera scripts.

Hey DL, Sorry for the confusion.

Check out the section ‘Adventure Camera Rig’ at the end of the documentation:
http://www.ootii.com/Unity/MotionController/MCReadMe.pdf

I just added another step to delete the AdventureCamera folder.

You don’t need the Adventure Camera package at all. The only thing you need is the AdventureRig.cs. If you want, you can put this in the ‘Cameras’ folder of the “Framework_v1”. You can toss out the rest of the Adventure Camera package.

Background: There are shared classes I started putting in the Framework_v1 folders. I really wasn’t sure the best way to reuse classes across multiple packages. I’m thinking that using a shared framework is a way to go. This is a challenge I’ll have to figure out if I do more assets.

Hope that helps,
Tim

Sorry for all the posts, but I got some great feedback today and wanted to let you know that I updated the online documentation based on it.

A lot of the feedback was simply about things I didn’t describe very well in the ‘Setup’ portion of the document (Page 6+). Please check it out and let me know if there is anything else that you think I need to clarify. This will be in the next update as well.

http://www.ootii.com/Unity/MotionController/MCReadMe.pdf

Thanks!
Tim

looks good your package, I was thinking it would be great to introduce a system of ropes, you think? best regards

Thanks MagicFrame. Ropes would definitely be cool…tricky, but cool. I’ll add it to the wish list.

Please remember the “wish list” isn’t a commitment. It just allows me to track what people want. If lots of people want it (like the shimmy), it may be something I spend time on. I’m also working on a “Motion Builder” document so others can build motions too. :slight_smile:

I’m finishing up some testing on the first update. This was to address some things that were reported and that I felt like they were really important to resolve immediately:

  1. Documentation updates
  2. Stop running when hitting a wall
  3. Extreme terrain

You can check out the video here:

Some notes on each:

Stop running when hitting a wall
I’ve made it so the avatar detects walls using a ‘Forward Bumper’ that is defined in the Motion Controller inspector. This way you can define how far out and how far up you want the test to be. The ‘Simple Forward’ and ‘Adventure Forward’ motions now have a property called ‘Min Wall Slide Angle’.

The idea being that if you run straight into a wall, you’ll stop because of the bumper. If you start turning, you’ll still slide along the wall when the controller exceeds the ‘Min Wall Slide Angle’ compared to the forward direction of the character.

In the video, when you see the character run into a wall and stop… I’m still holding the controller forward.

Extreme terrain
I did some work to help the ‘grounding’ of the character.

You’ll notice in the video that there are a couple of points where the character jitters. It’s something we have to deal with as level designers. The reason is simply that if the character is caught between a super tight “V”, it wants to slide on either side of the “V”. It also thinks it’s not on the ground because of the deep valley of the “V”. Essentially the collider gets wedged in.

This is why games don’t have super jaggedy terrain like what you see in the video. Level designers either go out of their way to avoid them or put blocking geometry over the tight “V” to keep the character from getting wedged. That said, I think the controller handles the terrain pretty well. If you get stuck, just reload the camera.

I’ll test more tomorrow and then submit. Updates typically take 3 - 5 days.

im glad you are keeping to your work and updating it lol!

i was really hoping for the shimmy on this first update tho,

we are doing complete wishlists now? here is mine, in order of what id like to see,

  1. shimmy (duh, everyone wants this)
  2. swimming with a cool dive animation
  3. bug fixes
  4. a zipline would be amazing and look super professional and cinematic
  5. parkour roll like @3 said for big drops
  6. anything else to make it more like tomb raider and other big budget stuff
    -aka. more climbing stuff, works flawlessly, vibrating controllers after a big fall,
    idk what id do with a tightrope, but it would still be cool to have,

thanks for keeping your promise, i really wanted the shimmy though haha :stuck_out_tongue:

Just added email notifications for the forum, I really can’t wait to see this develop.

Actually, I completely agree with Cass, pretty much in that order. I hadn’t thought of a zipline and while I may not use it, it would be a neat thing to have.
One other thing though, some IK stuff would add a nice touch. For example, when facing the wall (and not moving) he may put his arms out to touch the wall, as if he notices there is an object in front of him. Or glide his arms across a wall when running sometimes, something like this http://www.youtube.com/watch?v=RfQUosJh2DU

Looks great Tim

Thanks guys! Remember… bugs first. :slight_smile:

The last thing that 3 reported as a bug (and rightfully so) was that the walking didn’t work in the targeting mode. This was a carry-over from the Adventure Camera that I wasn’t planning on implementing just yet, but I goofed and now I agree that it should be here.

So I’ve added it as a motion. However, since the Follow Camera and Adventure Camera (if you have it) work differently, the results are slightly different. However, both are good.

Walk 360 Motion - Follow Camera: http://www.youtube.com/watch?v=mTccoDfjE2w
Walk 360 Motion - Adventure Camera: http://www.youtube.com/watch?v=a5DfHuBUi6U

In both cases, hold the Left Trigger or Middle Mouse Button to go into this walk motion.

I’ve also put up a development demo you can play with before I actually push the update. Please report any issues you see and remember my notes from the previous post…
http://www.ootii.com/Unity/MotionController/Development/Web.html

Assuming no more bugs are reported, shimmy will be next. However, I have to work on my game and build the shimmy animations, so expect a week or two. But I promise it will come! :slight_smile:

Hey Tim,
here are some considerations:

  1. the jump left and right should not be possible, at least with this type of animations and with the same height of the front jump. The same for the back jump
  2. This is feature that can be set by the buyer of the plugin. But if you fix it i think it’s better:
    I think that there should be a button that let the character run, because it’s not user friendly. I think there should be wlak and jog with the analg and run with analog + button.

Byee
Rocco

Hey Rocco,

Thanks for the feedback. This is exactly why I think the Motion Controller is a good idea. :slight_smile:

I totally get that the jump isn’t perfect for you, but for my game I like it because it mirror’s Tomb Raider’s jump.

So there are a couple of options:

Option 1. You could change the settings in the ‘Jump’ motion. There are two settings:

Momentum Enabled - Determines if the velocity from the jump’s launch will help determine the velocity while in the air.
Control Enabled - Determines if the player can control the avatar while in air.

So if you enable ‘Momentum’ and disable ‘Control’, the player can’t jump left, right or back. They will only jump in the direction they were facing and be carried forward by momentum.

Note: While writing this I found a bug that prevented the ‘Control Enabled’ flag from working. That will be fixed in this upcoming update.

Option 2: If the jump is just totally wrong for you, you could create a totally new motion “Rocco’s Jump” that plugs right into the controller. This could use the animation and velocity exactly as you want it.

I’m not done with the Motion Builder’s Guide, but if you want to go this route, I’m happy to help you. Just email tim@ootii.com.

For your second point, I think that makes sense. Essentially the character is in a jog and the button is for sprinting. I need to think about how I allow others to have different control schemes for their games. Remember, everyone’s game is different and I’m trying to make something that can satisfy them all (that’s a goal, not a promise).

Thanks again for the feedback! Always good stuff for me to test and think about.

I actually would love a sprint button, especially if you could simply turn it off or on with a checkbox.