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Controller [Released] Sticky 3D Controller - a versatile character controller

Discussion in 'Tools In Progress' started by sstrong, Oct 28, 2020.

  1. sstrong

    sstrong

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    This innovative character controller is now available. It is designed with Sci-Fi games in mind, but could be used with many other game styles.

    Discord channel | website | asset page

    S3D_PlayerJane3_Titled_1920x1080.png

    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)
    • Jet pack mode (like seen in Space Engineers)
    • Footstep sounds
    • 3rd person zoom mode
    • Configurable at runtime via API
    ** We will support:
    • Unity legacy input
    • Keyboard and mouse
    • Unity New Input System
    • Rewired
    We think this would be the perfect companion to Sci-Fi Ship Controller.
     
    Last edited: Mar 29, 2021
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  2. sstrong

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    [RESERVED]
     
  3. sstrong

    sstrong

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    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.

    Here is our Discord Channel

    [The Open Beta is now closed]
     
    Last edited: Mar 18, 2021
  4. sstrong

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    Moving Platforms

    Not only can Sticky3D walk around on moving (and rotating) platforms, but it will also come with a handy little tool that helps you create your own.

    upload_2021-1-28_9-17-43.png
     
  5. Bartolomeus755

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    Sounds interesting, would it work with a ship simulator too? Most of the charcter controllers have issues with the moving and rolling watercrafts.
     
  6. sstrong

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    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.
     
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  7. Bartolomeus755

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    Very nice, so looking forward to get this one. ;)
     
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  8. sstrong

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    Here are some of the features that will be available in Sticky3D Controller.
    • Stick to moving and rotating objects while performing “regular” actions
    • Be controlled by player with Sticky Input Module
    • Act as an NPC and be controlled by your game
    • Be controlled by a NavMesh Agent
    • Switch between first person and third person cameras
    • Walk, sprint, strafe, jump and crouch
    • Jet Pack with 6 degrees of freedom
    • Configurable third person zoom
    • Conditionally send data to your animator controller with no coding required
    • Be configured and controlled via code using our API methods
    • Interact / push dynamic rigidbody objects
    • Be pushed by other objects
    • Walk up and down steps and slopes
    • Footstep sounds and actions
    • Align to ground normal
    • React to configurable gravity
    • Override configuration based on zones within scene
    • Perform custom actions and animations based on player input
    • Work with your own character humanoid models
    • Work with your own humanoid animations
    • Take input from (new or legacy) Unity Input System, keyboard & mouse, or Rewired
    Please provide feed-back on feature list in this forum or on our Discord Channel.
     
    Last edited: Feb 26, 2021
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  9. sstrong

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    OPEN BETA NEXT WEEK

    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.
     
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  10. sstrong

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    Picking Up Items with your Character

    upload_2021-2-11_17-50-55.png

    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).
     
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  11. sstrong

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    OPEN BETA - NOW ON!

    Private msg me from the forum or on our Discord channel to join up.

    [NOTE: The Open Beta is now closed]
     
    Last edited: Mar 18, 2021
  12. sstrong

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    Jet Pack mode

    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.
     
  13. sstrong

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    Revised Step code

    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.
     
  14. sstrong

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    Footsteps in Sticky3D Controller.

    upload_2021-2-26_19-27-51.png

    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.
     
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  15. Bartolomeus755

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    Great news and also great work!
     
  16. sstrong

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    Making Tutorials

    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.
     
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  17. sstrong

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    Sticky3D Controller - Get Started Tutorial.

    As we approach the release, here is our first tutorial.

     
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  18. sstrong

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    In Sticky3D Controller, you can decide which other objects in the scene the character can interact with.

    In this short clip, we see a demo character interacting with or affecting the planks of a simple bridge.
     
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  19. sstrong

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    Sticky3D Controller - Reference Frames Explained

     
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  20. sstrong

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    Sticky3D Controller - Add Your Model Tutorial

    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.

     
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  21. sstrong

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    Sticky3D Controller is now live on the asset store!

    For a short time only, it is offered at an introductory price.

     
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  22. Bartolomeus755

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    Awesome, congrats to the release!
     
  23. sstrong

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    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.
     
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  24. sstrong

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    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.

    upload_2021-4-5_9-35-17.png

    The above character is from the Adobe Mixamo site.

    Thanks to @docsavage for pointing this out.
     
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  25. sstrong

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    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
    upload_2021-4-6_13-35-45.png

    Corrected for HDRP 11.0

    upload_2021-4-6_13-40-41.png
     
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  26. sstrong

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    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.

     
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  27. sstrong

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    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).

    upload_2021-4-14_12-25-24.png
     
  28. sstrong

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    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.

    S3D_UMA2_withText.png
     
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  29. sstrong

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    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.

    upload_2021-4-17_20-31-18.png

    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.
     
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  30. sstrong

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    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
     
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  31. sstrong

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    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.
     
  32. sstrong

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    upload_2021-4-26_16-1-36.png

    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
     
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  33. sstrong

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    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.

    upload_2021-4-28_19-25-59.png
     
  34. sstrong

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  35. sstrong

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    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).

    upload_2021-4-30_11-17-8.png

    Sure, you could add Debug.Log statements to your game but that doesn't always help see what is happening.
     
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  36. sstrong

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    Wall Climbing

    upload_2021-5-1_12-16-40.png

    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.
     
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  37. sstrong

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    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.
    • Climbing animations
    • Free look first-person camera
    • Foot step particles (dust etc)
    • Pooling system for foot step particles
    • Head Inverse Kinematics (IK)
    • Hand Inverse Kinematics (IK)
    • Improved walk and run demo animations for Bob
    • Improved idle jet pack animation(s) for Suited Jane
     
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  38. sstrong

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    Head Inverse Kinematics (IK)

    In version 1.0.2, your Sticky3D character will be able to look towards a target while wandering around.

    upload_2021-5-8_14-42-3.png

    The target can either be a world space position (i.e. as a Vector3) or a transform in the scene (either stationary or moving).
     
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  39. sstrong

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    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.
     
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  40. sstrong

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    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.
     
  41. sstrong

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  42. sstrong

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    The latest release (1.0.2) includes the following updates:
    • [NEW] Head IK with API
    • [NEW] Sticky Parts Module
    • [NEW] Jet Pack - Availability runtime APIs
    • [NEW] StickyControlModule - Debug is-grounded scene view indicator
    • [NEW] Jet Pack Jane character animations
    • [NEW] 11 Gesture animations
    • [NEW] Sample root motion animations
    • [NEW] Climbing - in Technical Preview
    • [NEW] NPC Look At Demo
    • [NEW] Third person orbit damping option
    • [NEW] Replace animation clips at runtime (sample scripts included)
    • [NEW] Sample Animation Play List runtime script
    • [FIXED] Jet Pack - IsJetPackEnabled returns true when Jet Pack is not available
    • [FIXED] Animate - IsJetPacking condition can be true when Jet Pack is not available
    • [FIXED] StickyInputModule - Custom Input trigger parameters may not respond
    • [FIXED] Jet Pack Jane running animation
    • [IMPROVED] Sticky Control Module - Debug Volume rotates with character
    • [IMPROVED] Animate - improved blend tree transitions
     
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  43. sstrong

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    Zone-based Animation Clip sets.

    This is a feature coming in Sticky3D Controller version 1.0.3. The idea is that you can use Sticky Zones to modify animation clips for your characters as they wander around a scene. For example, maybe your character wants to sit on different styles or heights of chairs. When the character approaches a chair, you can use a Sticky Zone to select the correct animations for that chair style.

    Here is a set of animation clips to replace.

    upload_2021-6-18_10-40-15.png

    Around the chair we've created a Sticky Zone to override the character's animations in the Animation Controller.

    upload_2021-6-18_10-42-41.png

    In your game, this is all seamless for the user. They don't even notice that these things are happening in the background.

    In Sticky3D, we attempt to solve real game-design problems, giving you tools to let you spend more time producing great game-play.
     
    Last edited: Jun 19, 2021
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  44. sstrong

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    Here are some of the things coming in Sticky3D Controller version 1.0.3

    [NEW] 5 In-place sit animation sets
    [NEW] 3 additional wave gestures
    [NEW] SampleSitAction script
    [NEW] Override animations using Sticky Zones
    [NEW] IsObstacle API to do obstacle detection in your own code
    [NEW] Custom Anim Actions - Is Reset After option for boolean values
    [NEW] Faction and Model IDs for character identification
    [NEW] Sticky Zones can filter characters by Faction or Model ID
    [IMPROVED] Show or Hide Cursor on initialise
    [IMPROVED] Sample Look At Player - avoid compound collider issue
    [IMPROVED] Sample NPC Play Anim - avoid compound collider issue
    [IMPROVED] Head IK - option to follow a target when movement is disabled

    For existing customers, 1.0.3 beta 2h is now available for testing.
     
    Last edited: Jun 21, 2021
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  45. Bartolomeus755

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    Great update, sounds very exciting. I need to download the beta. :)
     
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  46. sstrong

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    Building space adventure or combat games with Sticky3D and Sci-Fi Ship Controller.

    Although Sticky3D can be used with many different game styles, we keen to solve challenges may devs have building Sci-Fi games. Especially those that include flying craft.

    SSC_TechDemo3_Services2.png

    You can check out more info about our integration with SSC here.

    If you have a particular challenge or difficulty in this area, be sure to drop us a note here or on our Discord channel.
     
  47. sstrong

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    In version 1.0.3 we've decided to add a "Free Look" option when in 3rd person mode. There is also a general Proximity component to save you time writing unnecessary code for simple tasks.

    upload_2021-6-26_14-34-22.png

    In the above example when the character walks into a particular area it starts looking towards an item in the scene (the item can be stationary or moving). If the target object is another Sticky3D character it will automatically try to make eye contact.

    When the character leaves the area, it will stop looking at the item. You can also call your own game play code with this component - just like you can with Custom Input on the Sticky Input Module.
     
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  48. sstrong

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    Sticky3D Controller version 1.0.3 is now available in the asset store. Here's what we've included with this release:

    [NEW] 5 In-place sit animation sets
    [NEW] 3 additional wave gestures
    [NEW] SampleSitAction script
    [NEW] Third person camera shake with API
    [NEW] Override animations using Sticky Zones
    [NEW] Third Person Free Look - In Technical Preview
    [NEW] IsObstacle API to do obstacle detection in your own code
    [NEW] Custom Anim Actions - Is Reset After option for boolean values
    [NEW] Faction and Model IDs for character identification
    [NEW] Sticky Zones can filter characters by Faction or Model ID
    [NEW] General purpose Proximity component
    [FIXED] Character stability on moving objects when move update type is Fixed Update
    [IMPROVED] Show or Hide Cursor on initialise
    [IMPROVED] Sample Look At Player - avoid compound collider issue
    [IMPROVED] Sample NPC Play Anim - avoid compound collider issue
    [IMPROVED] Head IK - option to follow a target when movement is disabled
     
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  49. sstrong

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    Here is an example of integration with Sci-Fi Ship Controller.


    More info on how we did it here.
     
  50. sstrong

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    Hand IK and Object Interaction

    In version 1.0.4 we'll be ramping things up a bit and helping with a bunch of typically RPG challenges.

    upload_2021-7-17_9-49-47.png

    It will be possible to make objects in your scene Selectable, Touchable, and/or Grabbable For example, you might have a panel or button that your character needs to press to cause some action like open a door, turn on a light, or reveal some hidden key.
     
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