It includes the following (long list) of updates since 1.1.5:
[NEW] StickyControlModule - look at socket Exit Delay for sockets on moving objects
[NEW] StickyControlModule - look at interactive Exit Delay for moving objects
[NEW] StickyControlModule - Interact LH for Amy, Bryce, Jeff and Kate
[NEW] StickyControlModule - copy and paste Footstep actions between characters
[NEW] StickyControlModule - hand IK rapid reach and rapid recoil options
[NEW] StickyInteractive - popup interval
[NEW] StickyPopup8[VR] prefabs
[NEW] SSCOutputBridge - Pause and Unpause methods
[NEW] SampleSitActionNPC - SitInstantly (sittable interactive) option
[NEW] SampleSitActionPopup - SitInstantly (sittable interactive) option
[NEW] SampleAnimReplacer - using the StickyAnimReplacer at runtime
[NEW] SampleDropPopup - used to drop held or stashed items
[NEW] StickyAnimReplacer - add arrays or lists of anim clip sets via API
[NEW] StickyShapesModule - SetSpeechAudioStartTime
[NEW] StickyShapesModule - speechAudio onStopped events
[NEW] StickyShapesModule - PlayEmotionDelayed method
[NEW] StickyShapesModule - PlaySpeechAudioDelayed method
[NEW] StickyShapesModule - Speech Clip Offsets
[NEW] StickyZone - add arrays or lists of anim clip sets via API
[NEW] Improved walk animations for Amy and Kate
[NEW] 5 Bryce sit actions and gestures (work with Jeff also)
[NEW] StickyAnimEditor (experimental) - add IK curves directly to .anim files
[FIXED] 3rd person pitch limits may be ignored when Free Look is enabled
[FIXED] When character is initialised, 1st person camera FoV is not set to Unzoomed FoV
[FIXED] SampleSitActionNPC - character not standing to full height on fast moving objects
[FIXED] SampleSitActionPopup - character not standing to full height on fast moving objects
[IMPROVED] StickyControlModule - unzoomed 1st person FoV limit increased to 110
[IMPROVED] StickyControlModule - look at interactive for fast moving objects
[IMPROVED] StickyControlModule - revised 3rd person Free Look pitch up and down
[IMPROVED] StickyControlModule - more reference frame debugging data
[IMPROVED] StickyControlModule - runtime StickyID visible in Debug Mode
[IMPROVED] StickyControlModule - anim action conditions support interactive tags
[IMPROVED] StickyControlModule - hand IK defaults to smooth reach for new targets
[IMPROVED] StickyShapesModule - share fade wait interval for reduced GC
[IMPROVED] StickyInteractive - writeable objects use sensitivity
We currently have a SampleMoveTo script in Sticky3D. However, we’re adding a new Move Module which can be used with confidence in your productions.
We will be updating our demo character models to use the new tech. So, if you have used our demo characters and want to keep using the older sample scripts, be sure to make your own prefabs before you install version 1.1.8.
[NEW] Prone in technical preview
[NEW] Crouch radius and crouch strafe speed
[NEW] Foot IK - Default Weight (no parameter)
[NEW] Character Sit Height
[NEW] StickyControlModule - horizontal look limit
[NEW] StickyControlModule - anti-shoulder clipping in first person
[NEW] StickyControlModule - enable and disable zoom
[NEW] StickyControlModule - Lyable objects like beds
[NEW] StickyControlModule - separate crouch and walk forward back speeds
[NEW] StickyInteractive - Sittable scale character height and radius
[NEW] StickyInteractive - apply or restore object anim sets with non-held objects
[NEW] StickyTaskModule - sit and lie tasks in technical preview
[NEW] Sit and lie down animations for Amy, Bryce, Kate, and Jeff
[FIXED] Crouch may not resize collider
[FIXED] StickyControlModule - ArgumentException when onInitialised parm is null
[FIXED] SetCurrentReferenceFrame may be called twice during initialisation
[FIXED] Cannot enable and disable sockets on Look tab at runtime
[FIXED] Height and radius might not be reset when respawning
[FIXED] StickyInputModule - Crouch may fail when Is Crouch Toggled is enabled
[FIXED] StickyUICaster.Awake on StickyPopup2(Clone) could not find EventSystem (Playground)
[FIXED] Misspelt SetLookCamerFocusOffsetTP() method
[FIXED] FootIK may not honour zero values in animation weight curve
[IMPROVED] Minimum metrics are verified when character is initialised
[IMPROVED] StickyControlModule - for consistency IsObstacle() API uses current radius
[IMPROVED] StickyControlModule - movement debugging
[IMPROVED] Accuracy of Follow Head in first person
[IMPROVED] Clip Objects with third person camera
[IMPROVED] Head IK now uses body rotation rather than character rotation
Often, you’ll want characters to use different animations for different objects. You could write code to do that and/or modify animation controllers etc. We show you how to overcome these issues in this tutorial.
Version 1.2.0 has been released and includes the following updates since 1.1.9:
[NEW] Support for SSC Seamless
[NEW] Option to not trigger events on StopLookAtInteractive
[NEW] Option to not trigger events on StopLookAtSocket
[NEW] Animate Conditions InteractiveTargeted and InteractiveTagTargeted
[NEW] SSCOutputBridge - option to Pause on Initialise
[FIXED] Glitchy right hand in Amy walk animations
[FIXED] StickyControlModule - NonegageColour property typo
[FIXED] StickyDisplayModule - Expand and collapse all Gauges
[IMPROVED] Better integration with LB Seamless
[IMPROVED] Warning when weapon Auto Reserve and Is Sticky Mag Required
Version 1.2.1 has been released and includes the following updates since 1.2.0:
[NEW] StickySockets - support changing scenes
[FIXED] StickyControlModule - LookEnabled may return true when false in first frame
[FIXED] StickyControlModule - AudioListener in First Person may not enable
[FIXED] SSCOutputBridge - Pause on Init
[IMPROVED] callbackOnCameraChange is not called before character is initialised
[IMPROVED] StickyZones - option to not override temporary reference frames
Good news! Sticky3D Controller v1.2.2 is now live on the asset store. So, you want to integrate it with Realistic Car Controller’s Entry/Exit system, now you can! Just watch the above video to get started.
Version 1.2.2 includes the following changes since v1.2.1:
[NEW] StickyZone - pre and post enter and exit callbacks
[NEW] TelePortToCurrent API
[NEW] StickyControlModule - On Disabled and On Enabled events
[NEW] StickyControlModule - Collide tab, TelePort on Re-Enable
[NEW] Compatible with RCCP Entry-Exit system
[FIXED] SSCOutputBridge - Recentre on Config fails if Pause on Init is true
[FIXED] SSCOutputBridge - levers and joystick rotation may change when paused
[IMPROVED] StickyControlModule - added IsPlayer()
[IMPROVED] StickyControlModule - init ref frame can use existing ref frame
[IMPROVED] StickyTaskModule - GetLieTask, GetSitTask error messages
We’ve noticed an interesting issue. If you are using Unity Input System with Sticky3D, you may be tempted, like we were, to set the Horizontal Speed on the Look tab to a low value like say 0.5 if using mouse and keyboard. On Windows, the default Mouse Speed is 10.
This has the side effect of the player character not being able to turn fast enough when walking toward a seat or bed (using say the StickyTaskModule).
The fix is pretty easy. Keep the Horizontal (look) Speed ~ 5 and add a scale processor to the input binding.
We are doing some work to enhance VR features in Sticky3D Controller. Many of you might have seen our video showing a VR seated character flying a ship from Sci-Fi Ship Controller.
We have retested this video using Unity 2022.3.54 and U6.000.2.0 and uploaded packages to the Beta Program areas (let us know on Discord if you need access).
The plan is to get Room Scale VR out of technical preview. Let us know if you have any VR-related requests.
Sticky3D Controller version 1.2.3 has been released and includes the following changes since 1.2.2:
[NEW] StickyControlModule - Instant Look for VR
[NEW] StickyInputModule - XR Add Actions
[FIXED] RemoveListeners does not clean up onDisabled or onEnabled
[FIXED] Footsteps - Can not play a disabled audio source
[FIXED] StickyControlModule - look update type should be auto in VR
[FIXED] StickyInputMoudule - UIS Action and Control Type order in editor
[FIXED] StickyInputMoudule - XR Action and Control Type order in editor
[FIXED] StickyInteractive may become unstable when parented on grabbed
[IMPROVED] Prone is out of Technical Preview
[IMPROVED] Unity XR and Look VR are out of Technical Preview
[IMPROVED] UIS actions for common Custom Inputs
[IMPROVED] UIS new Add Actions cater for 10x mouse speed
[IMPROVED] SampleXRData2Popup - delta move options
[IMPROVED] XR Hands are children of XR Camera Offset transform
[IMPROVED] StickyXRInteractor - warning if no EventSystem in the scene
Once more with a VR focus, version 1.2.4 has been released. The following updates have been applied since v1.2.3:
[NEW] SSCInputBridge - Pause on Init
[NEW] Callback on change reference frame
[NEW] Parent XR Hands to Sci-Fi Ship Controller ships
[NEW] Support for LockPosition (seated) in VR
[FIXED] Look VR may have rotation limited to first person values
[FIXED] Look VR camera may not initialise if character starts disabled
[FIXED] Footstep SFX can be triggered while position is locked
[IMPROVED] XR Camera - set a default height with New Button
[IMPROVED] Revised and updated VR sections of the manual
[IMPROVED] StickyUIRaycaster - Error messages
[IMPROVED] StickyInteractive - Error messages for Readable objects
We’ve recently released a new Flight VR setup video along with Sticky3D Controller version 1.2.5 which includes the following updates since 1.2.4:
[NEW] StickyXRInteractor - support for StickySockets
[NEW] StickyInputModule - GetCustomInputDK, Rewired and UIS APIs
[NEW] StickyInputModule - HMD Inputs Only option for VR
[FIXED] XR Hands have incorrect y-axis position if Follow Head no enabled
[FIXED] StickyShapesModule - may not react after StartReacting() is called
[IMPROVED] StickyMoveModule VR compatibility
[IMPROVED] Increase Phonetics default audio priority