The prime objective is to allow you to move around objects that have rigidbodies and are also moving. The obvious example being a space craft or space station.
Features include:
Walk or sprint around moving objects
Switch between 1st and 3rd person
Ability to get input from different sources **
Ability to call your own game code from custom input (without coding effort)
Sticky3D Controller (S3D for short) is currently in alpha but will shortly enter Beta testing. Please register your interest if you’d like to join our Open Beta ahead of the official release on the Asset Store.
This is your opportunity to play with the product and help shape it’s features.
It should do, yes. It’s not just for flat moving platforms, but once in production will be able to cope with say the erratic movement of the moving craft.
We are currently testing it by being able to walk around inside a maneuvering space craft built with Sci-Fi Ship Controller. However, I don’t see any reason why it wouldn’t work with an ocean-going ship or other watercraft.
That includes being able to go up ramps and stairs etc while the vessel is moving.
We’re almost ready for the Open Beta. During this period we’ll take feedback from potential customers that will help shape features included in the release.We will also clean up some of our backlog and take a serious look at any new bug reports.
To register for the Beta, send me a private message from the Unity forum or from our Discord channel.
In this example the character can pick up the first item in front of them in the scene. It also fires an animation action which in turn calls your pick up item animation (we have a really simple interaction animation included).
Another alternative, is to call SamplePickupItem.PickupItems() which will bring up a list of the items in front of the player that can be picked up. The player would then select the one or ones from the list which they could add to their own inventory system.
In the above example we are using Direct Keyboard (and mouse) as an Input Mode but you can use (new or legacy) Unity Input System or Rewired if that is more suitable to your game (we support all 4 options).
Sticky3D Controller can switch the Jet Pack on or off at any time. This includes when moving around a moving space ship, space station, or any other moving object that S3D has been told to use as a reference frame (there a number of manual and automatic ways to do this).
Therefore, when flying around with the Jet Pack, your character will move relative to the object it just took off from. The user could then turn off the jet pack (or they could run out of fuel) and they’d then resume walking around the object.
We’ve just completed a rewrite of our stepping code. It is available in 1.0.0 Beta 1c and is a BIG improvement. We’ve also added an idle state and animation for when Jet Pack is enabled.
In the current version we can control footsteps by using the Move Speed of the character OR we can use individual foot placement on the ground.
It is easy to override the default footstep sound by configuring Surface Actions. Each action can apply to one or more mesh Surface Types. When the footstep is “played” it can select from one or more Audio Clips. The relative volume and audio pitch can be adjusted for each Surface Action.
Now you can assign any custom footstep sound to almost anything in your scene.
This is rarely just about putting together a tutorial video. While making them we often say to ourselves “I wonder how I’d do that?” This then leads to exploring new uses for our assets and ultimately building new features in for you to use and enjoy.
I find myself asking more often, “How could someone without coding experience do this?”. Sticky Input Module “Custom Inputs” came about this way and a similar feature is baked into Sci-Fi Ship Controller too.
Now when we write a new feature we often create an API method (or three) that can be called directly from user input. When a user presses a button on a controller or the keyboard, XYZ just happens - no coding required!
If you are a coder, you can call whatever you want and even mix our APIs with your own code - directly from user input (and it works with Legacy or New Unity Input, Direct Keyboard and mouse, or Rewired). No user input coding required.
Although S3D comes with some sample character models, ultimately you’ll probably want to use your own or ones you have purchased elsewhere. Here’s how to do that.