thanks, i really appreciate it, nope, there is no customization for animation in this integration, but if I don't misunderstand what you mean, what you are looking for is a script related to animation control from GKC, maybe you can see it in scripts/components relating to system input, as input for running the system action is also set in this component: 👉 inputManager.cs Player And Game Management in hierarchy 👉 playerInputManager.cs Player And Game Management/Player 1/Character/Player Controller in hierarchy 👉 playerController.cs same as above hope it helps, but i could be wrong ✌️🙂 btw, I'm also very interested in the assets (FPO) and integrations you're working on I'm really looking forward to the online multiplayer functionality in GKC.
@@rualssyarif you are right, that is the sort of high-level logic flow I was looking for recently but I worked out most of it - for a few behaviours. There are quite a few things I don't get yet. For example, for the mouse turning control, I apply the Y rotation to the rigidbody object. This makes a fairly bad movemement quite jittery. So should I be looking to use the turn right/left animations instead??
Oh and I am talking about the non local avatar ofthe player. I am rebuikding the input-animation mappings bit by bit and making more classes in a structure that I prefer - with state machines (switch statements) and a few supporting things. The if-else code in playerController is too hard to follow and not flexible enough for long term use. Thanks for the comments on CFO: it has been a long hard grind to get avatars that travel without moving from the origin :)
@@floatingorigin I've experienced it too when trying to move/rotate with rigidbody some time ago, maybe you can try to override 2 fields from this playerController : stationaryTurnSpeed = 0; movingTurnSpeed = 0; before calling your function?
@@floatingorigin yes you guys are awesome 🤩, TBH I don't know much about CFO, I'll try to start by reading your publication on researchgate first. it's very interesting
How to get thiese animations
all animations used are those used by Game Kit Controller, afaik most of which are from mixamo.com
Nice work (and music :) ), do you use the animation code that comes with GKC or have you made some custom code?
thanks, i really appreciate it, nope, there is no customization for animation in this integration,
but if I don't misunderstand what you mean, what you are looking for is a script related to animation control from GKC, maybe you can see it in scripts/components relating to system input, as input for running the system action is also set in this component:
👉 inputManager.cs Player And Game Management in hierarchy
👉 playerInputManager.cs Player And Game Management/Player 1/Character/Player Controller in hierarchy
👉 playerController.cs same as above
hope it helps, but i could be wrong ✌️🙂
btw, I'm also very interested in the assets (FPO) and integrations you're working on I'm really looking forward to the online multiplayer functionality in GKC.
@@rualssyarif you are right, that is the sort of high-level logic flow I was looking for recently but I worked out most of it - for a few behaviours. There are quite a few things I don't get yet. For example, for the mouse turning control, I apply the Y rotation to the rigidbody object. This makes a fairly bad movemement quite jittery. So should I be looking to use the turn right/left animations instead??
Oh and I am talking about the non local avatar ofthe player. I am rebuikding the input-animation mappings bit by bit and making more classes in a structure that I prefer - with state machines (switch statements) and a few supporting things. The if-else code in playerController is too hard to follow and not flexible enough for long term use.
Thanks for the comments on CFO: it has been a long hard grind to get avatars that travel without moving from the origin :)
@@floatingorigin I've experienced it too when trying to move/rotate with rigidbody some time ago, maybe you can try to override 2 fields from this playerController :
stationaryTurnSpeed = 0;
movingTurnSpeed = 0;
before calling your function?
@@floatingorigin yes you guys are awesome 🤩, TBH I don't know much about CFO, I'll try to start by reading your publication on researchgate first. it's very interesting