Integrating AI | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me

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  • Опубліковано 18 лис 2024

КОМЕНТАРІ • 9

  • @nabilabenhssein9175
    @nabilabenhssein9175 2 роки тому +1

    How to get thiese animations

    • @rualssyarif
      @rualssyarif  2 роки тому

      all animations used are those used by Game Kit Controller, afaik most of which are from mixamo.com

  • @floatingorigin
    @floatingorigin 2 роки тому +1

    Nice work (and music :) ), do you use the animation code that comes with GKC or have you made some custom code?

    • @rualssyarif
      @rualssyarif  2 роки тому

      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.

    • @floatingorigin
      @floatingorigin 2 роки тому

      @@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??

    • @floatingorigin
      @floatingorigin 2 роки тому

      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 :)

    • @rualssyarif
      @rualssyarif  2 роки тому

      @@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?

    • @rualssyarif
      @rualssyarif  2 роки тому

      @@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