fmp 24/10/2022

After reading the kcc documentation for a while, I probably found a few APIs that I need to call:

But i think i am going to blast turning rate. Cuz i found referening turning rate may cause some bugs that I cant fix.

Before starting build the character controller. I need to build the character animation state machine.

A state machine is a network linking different animation clips, like running, jumping or fallling. Then the developer can set the current animation status of the character through parameters.

Here is a blend tree in the state machine.

Red arrows represent horizontal velocity, blue arrows represent vertical velocity. And each point represents an animation clip. Developers can input the vertical speed and horizontal speed to control the character’s current animation state.

The animation state of the character is shown as a red dot in this coordinate system. When the red point is between two points, the unity engine will calculate the difference between the two points. In this way, the length of the input velocity vector controls the running speed of the character.

I recorded a short demo.

I’ll be combining the animation state machine with the character controller tomorrow morning.