Sticky3D Controller is now live on the asset store!
For a short time only, it is offered at an introductory price.
Sticky3D Controller is now live on the asset store!
For a short time only, it is offered at an introductory price.
Awesome, congrats to the release!
We’re not done yet
Now that Sticky3D Controller has been released, we have begun work on new features including Foot IK.
If you have a particular feature request that would help your game please let us know either in this forum, or on our dedicated Discord channel.
We already have an extensive in-house wish list, but we’re more than happy to prioritise customer requests for active game projects. The more you can tell us about your project and the scenario the more chance you’ll get to see a solution in S3D.
Humanoids and Acceleration
When adding your own humanoid characters to Sticky3D, you may wish to adjust the “Max Acceleration” to suite your tastes. We’d suggest starting with a value between 20 and 25.
The above character is from the Adobe Mixamo site.
Thanks to @docsavage_1 for pointing this out.
Sticky3D and HDRP
We have noticed that in newer versions of HDRP (like 11.0 that ships with Unity 2021.1.0), demo scenes can appear over-exposed. If you see this, on the Directional Light reduce the Intensity to 80,000 Lux, and on the “Sky and Fog Volume” reduce “Exposure” to 13.
Unity seem to be still changing lighting settings between each release of HDRP. Previously “Exposure” went from -3 (night) to 13 (bright sunshine).
Over-exposed in HDRP 11.0
Corrected for HDRP 11.0
Sticky3D Controller ships with some sample characters and animations. However, you can use your own or ones from the Unity Asset Store.
Another alternative, is to mix and match characters and animations from Adobe’s Mixamo website. If that’s something you want to try out with S3D, here is a tutorial we made to get you started.
Third Person Camera - Orbit
Coming in Sticky3D Controller version 1.0.1 is the ability to orbit around the character when in the third person mode (you can already switch between first and third person at runtime).
UMA 2 with Sticky3D Controller
We’re currently testing S3D with Unity Multipurpose Avatar 2. This allows you to use and customise a wide range or free and paid third-party characters from the Asset Store.
New Animate action data and conditions
With support for Root Motion animations, we’re adding more data, like user input, that can be passed to your animation controllers without the need to write code.
This is good news for artists, who would would prefer not to learn coding.
This is also good news for coders, who can just get on which game play development.
Here’s a few of the things coming in the next release of Sticky3D Controller.
[NEW] Foot IK - in Technical Preview
[NEW] Root Motion support - in Technical Preview
[NEW] Animate - pass Input values to the animation controller
[NEW] Animate - use Input data as conditions for Animation Actions
[NEW] Switch between front and rear view with ToggleThirdPersonLookZ API
[NEW] Orbit around a character in third person mode
[NEW] Sticky Input Module - jet pack only option for crouch input
[NEW] Sticky Input Module - option to configure 3rd person orbit controls
[NEW] Tested with Mixamo characters and animations
[NEW] Tested with UMA 2 characters
[FIXED] Third Person - Camera Offset can be incorrect
[IMPROVED] Single button click to create new JetPack audio source
[IMPROVED] Adjust third person zoom speed (duration)
[IMPROVED] Third Person camera stability
[IMPROVED] Third Person - when camera offset is not set, a warning will be shown
[IMPROVED] If the Animator component is misconfigured, a warning will be shown
S3D Beta Program
A new version of Sticky3D Controller is now available for testing (1.0.1 Beta 3e).
If you’ve recently purchased S3D and would like to try out any of the new features and improvements, drop me a private message as a Unity conversation or on Discord. Please include your name, email address, and Unity invoice number.
S3D version 1.0.1 is now live on the Asset Store. This update, includes the following:
[NEW] Foot IK - in Technical Preview
[NEW] Root Motion support - in Technical Preview
[NEW] PlayerJaneSuited jet pack demo character
[NEW] Animate - pass Input values to the animation controller
[NEW] Animate - use Input data as conditions for Animation Actions
[NEW] Switch between front and rear view with ToggleThirdPersonLookZ API
[NEW] Orbit around a character in third person mode
[NEW] Sticky Input Module - jet pack only option for crouch input
[NEW] Sticky Input Module - option to configure 3rd person orbit controls
[NEW] Tested with Mixamo characters and animations
[NEW] Tested with UMA 2 characters
[FIXED] Third Person - Camera Offset can be incorrect
[IMPROVED] Single button click to create new JetPack audio source
[IMPROVED] Adjust third person zoom speed (duration)
[IMPROVED] Third Person camera stability
[IMPROVED] Third Person - when camera offset is not set, a warning will be shown
[IMPROVED] If the Animator component is misconfigured, a warning will be shown
Here is an example of using the new Sticky Parts Module (coming in Sticky3D Controller v1.0.2) to toggle adding/removing a helmet, visor, and jet pack, while also enabling or disabling the Jet Pack feature.
You could do this previously but you’d need to write a bit of code and call our APIs. Now, you’ll be able to do similar things via the editor.
Sticky3D Controller is compatible with our other assets
Sci-Fi Ship Controller
Landscape Builder
LB Environment Pack 1
Ever had trouble working out what is happening in your game? We continue to add features to Sticky3D that help you debug your game. Here is an example from Sticky3D version 1.0.2 (currently in Beta).
Sure, you could add Debug.Log statements to your game but that doesn’t always help see what is happening.
Wall Climbing
This is coming in version 1.0.2 and includes the ability to climb up and down walls, all while the object you’re climbing is moving and/or rotating. You can even climb around corners.
Sticky3D road-map - have your say
Although we have an extensive road-map for S3D, we thought we should ask you. Here are a few items from our work plan. Let us know here or on our Discord channel what your priority is. Feel free to add your own wish list.
Head Inverse Kinematics (IK)
In version 1.0.2, your Sticky3D character will be able to look towards a target while wandering around.
The target can either be a world space position (i.e. as a Vector3) or a transform in the scene (either stationary or moving).
There is still a little time for you to get this asset at a reduced price.
The next version (1.0.2) will include a bunch of improvements and new features (some mentioned above). We will also be removing the intro pricing discount.
As we add new features we’ll be increasing the price to reflect the expanded functionality. We have a big road map for S3D.
What is Technical Preview?
Currently we have some features in “Technical Preview” and some more coming in the next release.
Essentially, these are features that we don’t consider “production-ready”. If they work fine within the parameters of your game, you’re more than welcome to use them in a game release.
However, they may contain issues that we’re not happy with. For example, Root Motion, has a number of challenges at the moment that we’re working on.