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beyond/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/README_Basic.txt
2024-11-20 15:21:28 +01:00

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Thank you for support our asset!
*IMPORTANT* This asset requires Unity 2018.4.12f1 LTS or higher.
If you have any question about how it works or if you are experiencing any trouble,
feel free to email us at: inv3ctor@gmail.com
Please do not Upload or share this asset as a package without permission.
If you downloaded this asset illegally for studies or prototype purposes,
please reconsider purchase if you want to publish your work, you can buy on the AssetStore or the vStore
or send us a email and we can figure something out, you can even post your work on our Forum,
we will be happy to help and advertise your game.
It has been more than 4 years since the release of v1.0 and we continue to work on this only because of your support,
otherwise we will have to find day jobs and we would never had time to work on this, so thank you!
ASSETSTORE: https://www.assetstore.unity3d.com/en/#!/content/44227
VSTORE: https://sellfy.com/invector
FORUM: http://invector.proboards.com/
YOUTUBE: https://www.youtube.com/channel/UCSEoY03WFn7D0m1uMi6DxZQ
WEBSITE: http://www.invector.xyz/
PATREON: https://www.patreon.com/invector
ONLINE DOCUMENTATION: https://www.invector.xyz/thirdpersondocumentation
Invector Team - 2019
Basic Locomotion v2.5.0a HOTFIXES - 03/05/2020
- Fix Controller moving faster when moving diagonally
- Fix Lock-On not changing to FreeLocomotion when not using the option 'StrafeWhileLockOn'
- Fix FallDamage not calculating the damage correctly
- Fix Jump with RootMotion not working as expected
- Improved Roll rotation while Strafing
- Improved FreeMovement leanning
* The next update will be focused on the Inventory System ;)
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Basic Locomotion v2.5.0 CORE UPDATE & New Features - 02/12/2019
- Project upgraded from 5.6.2 to 2018.4.12 LTS with all the warnings regarding deprecated variables are now fixed
- Big jump from 1.3.2 to 2.5.0 to match other versions of the template
- Add new Welcome Window - Make sure to import the 'ProjectSettings' after you import the package
- Change Mobile, Topdown, 2.5D, ClickToMove and the vMansion examples are now separated add-ons and can be install from the WelcomeWindow/Add-ons
- CORE UPDATE - new methods to Move and Rotate the Character it's now much more fluid
- CORE UPDATE - tpMotor, tpAnimator, tpController, and tpInput was improved and restructured, check the documentation to see the flowchart demonstrating the new structure
- Improved 2.5Input scripts are no longer needed, now you just need to overwrite the methods ControlLocomotionType and ControlRotateType to create new Controller styles
- Improved ClickToMove with better target selection and collision detection
- Improved Ladder System, now supports inclined angles, new ladder model with each step set to 0.5f of height, add ClimbSpeed & FastClimbSpeed with an option to consume stamina
- Improved components such as generic action, headtrack, ladderAction that previusly had their own updates are now shared with the tpInput update to improve performance
- Improved Debug mode for the controller, new Gizmos for StepOffset and Ground Detection
- Add New Animations for the Ladder System and better match target to entry and exit
- Add transition to Sprint if you're Crouching
- Add 'SprintOnlyFree' option to switch to free locomotion while sprinting
- Add 'UseLeanAnimations' option to use the lean left/right animations while turning on free locomotion, disable it when using a TopDownController
- Add 'RotateWithCamera' option to each LocomotionType (Free or Strafe) to make the character Rotate with the Camera forward while standing still
- Add 'MovementSmooth' and 'AnimationSmooth' values for each LocomotionType (Free or Strafe) to have better control of the smoothness you need when moving the character or the locomotion animation speed
- Add 'SnapToGround' optional to snap the collider to the ground, recommended when using complex terrains or inclined ramps
- Add Roll options such as UseRollRootMotion, UseRollGravity, RollSpeed, RollRotationSpeed and TimeToRollAgain
- Add vAnimatorParameters to manage all the animator parameters and convert string to hash to increase performance
- Add new parameters 'IsSprinting' to the animator to know if the character is sprinting or not (useful to create directional transitions)
- Add new options for the Jump/Airborne you can now use the current Rigidbody Velocity to influence on the jump speed direction
- Add 'Jump and Rotate' to rotate while jump/airborne, 'AirSpeed' to control the speed while jump/airborne, 'AirSmooth' to control the smoothness
- Add 'Velocity Multiplier' option for the Ragdoll, it gets the current velocity of the character rigidbody and applies to the ragdoll when enabled, creating a more realistic transition
- Add 'Falling Damage' option in the Jump/Airborn tab
- Fix bug when entering the ladder and some animations didn't reset (ex: aiming, crouching, blocking)
- Fix Ragdoll Component not being added when creating a ragdoll, now all the colliders are set to CollisionMode Speculate
- ADD-ON Swimming now has an input to swim up/down, demo scene improved with generic action climb instead of the old system to exit the swim
- Removed XInput.dll from the project
- Removed vCharacterStandlone, use vHealthController instead
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Basic Locomotion v2.4.2 New Features & Hotfix - 13/08/2019
- Add BodySnap Attachments new feature to make it easier to transfer attachments from one character to another (check shooterMelee demo scene & documentation)
- Add FreeMovement and FreeRotation separated methods, also a new LockMovement and LockRotation tag to be used in the AnimatorTags
- Removed 'AllowMovementAt' from MeleeAttackControl, you can now use the tags LockMovement and LockRotation on specific attacks
- Removed 'actions' bool from the ThirdPersonMotor, use customAction instead
- Add AnimatorTagAdvanced, you can now check a tag using the normalized time of an animation, ex: from 0.2 to 0.7 you can use the tag 'LockRotation' on an attack
- Fix OnCrouch event being called when Rolling
- Fix Ladder not reseting the speed after exiting
- Fix damage field not being display in the vObjectDamage inspector
- Improved MessageSender can now send messages to parent
- Improved StepOffset
- Improved Character Creation window now is already assign with default prefabs for each template
- Improvements in transition between locomotion speeds, use the Acceleration variable in the Locomotion tab > Free/Strafe Speed
- Several improvements in the GenericAction in preparation for the newest Add-on vBuilder
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Basic Locomotion v2.4.1 New Features & Hotfix - 03/05/2019
- Add new GenericAction Examples of use (check BasicDemoScene)
- Add New inputs to trigger GenericActions directly from the Trigger (HoldTimer, DoubleButton, ButtonDown, Auto)
- Add option to set a ActionState in the Animator to handle special conditions when playing a CustomAnimation of the GenericAction (check GenericAction ButtonTimer Example)
- Add more Events and Options in the TriggerGenericAction
- Add Event OnCrouch/OnStandUp for the character
- Add Event CheckHealthEvents for the character to trigger a Event when it takes damage lower/higher/equals than value
- Add exposed CurrentHealth and option to Fill up with MaxHealth value on Start or not (to start with lower health)
- Add Volume, SpawnStepMark, SpawnParticles methods on the Footstep to be used with Events (for example, lower the footstep volume when crouched)
- Improved Rotation method of the GenericAction when using the option "Use Trigger Rotation"
- Improvements on the HealthController
- Improvements in the Headtrack System
- Fix broken links to download the vCrossPlatform & MobileControls prefabs
- Fix Headtrack not ignoring the tags in the animator
- Fix all Mobile demo scenes, broken UI buttons, Mobile Inventories and link to download vCrossPlatform updated
- Fix Ladder Alignment
- AnimatorControllers Updated with minor changes to work with the new updates of the GenericAction and Inventory Equip/Unequip
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Basic Locomotion v2.4.0 New Features! - 13/12/2018
- All Animations (Basic, Melee & Shooter) retarget to VBot 2.0 and improved (crooked fingers, better poses, aim and fire - project weight reduction)
- Add vAnimationEvent & vAnimationEventReceiver to Trigger Events directly from Animation States (Check AssaultRifle Reload example)
- Add vMessageReceiver and vMessageSender you can now send a message to any object and trigger Events - Check the Online Documentation
- Add vDrawHideMeleeWeapons to automatically hide weapons (needs vWeaponHolderManager - also possible to be called using Events)
- Add Equip/Unequip Delay Time separated for equip and unequip animations for the ItemListData
- Add Continuous Sprint option for the Input
- Add more Events for the Controller like OnJump, OnCrouch, OnStartSprinting, OnFinishSprinting
- Add ParticleCollision detection to the vObjectDamage
- Add OnEnter/Exit Look Events for the vLookTarget script
- Add Slide as new action example for the Basic demo scene
- Add CustomCameraState parameter in the vTriggerGenericAction to play custom camera state while doing the action
- Fix Camera Culling issue with 2018.x
- Fix GroundDistance not ignoring colliders when IsTrigger was checked
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Basic Locomotion v2.3.3 HOTFIX - 12/09/2018
- Project optmization (less/optimized textures)
- Add vWeaponConstrain for NoInventory Collectibles with Rigibody (fix 2018.x handler bug - solution by sjmtech)
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Basic Locomotion v2.3.2 HOTFIX/AI TEMPLATE PREPARATION - 13/07/2018
- Add optional bool to use or not .instance with the controller
- Add SmoothDamp for States to the ThirdPersonCamera
- Add OnStartAction and OnEndAction Events on vGenericAction script
- Fix Ragdoll not being activated on vSpikes
- Fix StepOffset bug
- Fix Jump 'inplace' bug caused on previous update
- Improved rigidbody movement methods
- Improved Roll and Jump verifications
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Basic Locomotion v2.3.1 HOTFIX/CORE UPDATE - 26/06/2018
- Add core-support to the new AI Template (new asset coming soon)
- Add Footstep Support for multiple Terrains
- Add ObjectContainer for instantiated objects to avoid polluting the hierarchy in Playmode
- Improved performance on Footstep Detection Material
- Fixed Footstep not detecting different Terrains
- Fixed Footstep generic rig type bug
- Fixed root motion not working on idle states
- Fixed Footstep error "TargetException: Non-static method requires a target" in Unity 2018.1
- Convert smoke legacy particle to shuriken
- Several overall improvements in the Project
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Basic Locomotion v2.3.0 CORE UPDATE- 16/03/2018
- add Jump Multiplier Spring example in the Basic Locomotion scene
- add namespace on all vScripts
- add vHealthController (You can use this component to have health into generic objects without the need of a vCharacter which now inherits from the vHealthController)
- add OnEnterLadder/Exit Events
- convert Legacy Particles to Shuriken
- fix rotation bug with Generic Actions and Ladder
- fix Basic Locomotion tab not showing in Mac OS devices
- fix Ragdoll issues
- improved Standalone Character
- update several scripts to avoid over warnings using Unity last API
- update and fixed several prefabs and scenes
- update project to Unity 5.6.1
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Basic Locomotion v2.2.5 ANIMATOR UPDATE - 08/01/2017
* Happy New Year!!
- add leaning animations for walk, run and sprint animations
- add new unarmed moveset for free, strafe and crouch
- add new pick up item animations
- add SetLockShooterInput, SetLockMeleeInput and SetLockBasicInput to call on Events and lock individual inputs
- add ShowCursor, LockCursor and SetLockCameraInput methods to call on Events
- add new CheckGroundMethod with options to Low and High detections levels
- updated vPlatform to work with the FreeClimb Add-on
- updated all animator controllers (*important - make sure to update your old animator based on the new)
- fixed camera bugs
- fixed bug animations looping on 2017.3
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Basic Locomotion v2.2.4 HOTFIX - 31/10/2017
- changes in the tpInput to update the Adventure Creator & Playmaker Integration
- slopeLimit improved and add slide velocity in the inspector
- fix bugs in the 2.5D scene, player animator needs to be on update mode animatePhysics
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Basic Locomotion v2.2.3 HOTFIX - 05/10/2017
- fix onDead event not being called on vCharacterStandalone
- fix ragdoll RemovePhysicsAfterDie option
- fix ragdoll causing error when dying on spikes
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Basic Locomotion v2.2.2 HOTFIX - 18/09/2017
- add support to quickly change the CameraState using the ChangeCameraState method from tpInput
- add support to create Ragdolls for Generic Rigs
- add Ragdoll Generic Template if you have several models with the same hierarchy name, add the bone name once and create for every model
- fix roll direction bug when using strafe
- fix strafeLimit not working when walkByDefault is enable
- change animator update mode back to normal
- change ColorSpace back to Gama (default color space of Unity)
- minor improvements
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Basic Locomotion v2.2.1 HOTFIX- 30/08/2017
- fix strafe movement speed
- add API link under the tab Help
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Basic Locomotion v2.2.0 TOPDOWN/2.5D- 17/08/2017
- add 2.5D Curved path system
- add camera trigger to change angle
- add Topdown movement with rotation based on mousePosition
- remove ClickToMove from the Core, now different types of controller have their own scripts making the core more clean
- change the GenericAnimation to have a external way to call the method PlayAnimation without input
- improved aim IK behaviour smoothness
- improved camera behaviour smoothness
- improved charater rotation smoothness
- fix Camera StartUsingTransformRotation and StartSmooth options
- fix footstep particle instantiating without layer verification
- fix stamina consumption while crouching or jumping
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Basic Locomotion v2.2d HOTFIX UPDATE - 19/07/2017
- add new inspector icons for important scripts
- change move speed variables to a internal class
- footstep has the defaultSurface assign when add the component
- fix reaction/recoil/death animations playing without root motion
- fix ragdoll bug disappearing the character after the 2 hit
- fix/improved turnOnSpot verifications
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Changelog v2.2c IMPROVEMENTS UPDATE - 30/6/2017
- add support to revive the Player
- add option to remove components when the player dies
- add option to start the camera without the player rotation and without lerp
- add input to go up/down for the ladder
- fixed StepOffset Raycast interfering with Triggers making the character float a little bit
- fixed headtrack look at while aiming bug
- new small features for the scene 2.5D, lock Z axis and remove vertical input
- improved FootStep logic
- remove all SendMessage calls from the project
- several small fixes and improvements requested by add-on creators to improve compatibility
- controller is now setup to be without root motion by default, to improve the range of adding new custom animations
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Changelog v2.2b HOTFIX - 5/6/2017
- updated documentation
- improved ladder action component
- improved jump animation transition
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Changelog v2.2a HOTFIX - 31/5/2017
- Add vSimpleTrigger script with simple trigger verifications with Events
- Small changes in the vGenericAction
- Fix camera reposition to 0, 0, 0 in the Editor
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Changelog v2.2 ACTION SYSTEM 6/5/2017
- New Action system implemented
- New in-game HUD add
- New TriggerAction with more options for MatchTarget
- New LadderAction separated from the controller
- New vSkin for the Editors
- Add RandomAttacks example
- Fix Twisted Model on the mobile demo scene
- Fix missing particles prefabs
- Several minor changes to improve stability
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Changelog v2.1b HOTFIX xx/04/2017
Changes:
- removed all standard assets folders and scripts, use the README at the mobile scene to use the mobile controls
- small changes to improve compatibility with custom add-ons & integrations
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Changelog v2.1a HOTFIX 11/03/2017
- Fix
- auto actions calling the animations twice
- minor issues on every demo scene
Changes:
- changes in the blend tree of the strafe locomotion on the animator
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Changelog v2.1 preShooter 09/03/2017
Changes:
- new transition from falling to locomotion, improving the jump transition
- improved jump physics
- remove quickStop animation (will be improved in the future)
- new physics material for the player to avoid slide on ramps
- camera improvements and option for sensitivity by state
Add:
- option to walk by default on free or strafe on the player's inspector
- add turn on spot blend angle animations, optional by bool on inspector
- add 'use root-motion' option
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Changelog v2.0c smallHOTFIX 11/12/2016
Changes:
- Fix Basic Change Scene buttons
- Minor changes on the 2.5D Scene controller
- Improved JumpMove transition
- Improved TurnOnSpot (add option for moveset)
- Fix Action bug when repeatedly smash the button during an action
- Fix occasionally bug when jumping during an action and falling though the ground
- DamageObjects now has the option to trigger a reactionID
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Changelog v2.0b HOTFIX 22/11/2016
Changes:
- Improved rigibody movement using OnAnimatorMove
- Improved animation transition from CrossFade to CrossFadeInFixedTime
- Fix bug when hit the button twice or more when starting the action
- Fix MovementSpeed values not working on v2.0a
- Fix vMoveSetSpeed script to handle different moveset ID movement speed separatly
- Fix pendulum prefab missing mesh
- Fix ragdoll reseting at the y = 0 of the world location
- Fix ragdoll creator creating small collider for the head
- Fix sign prefabs examples
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Changelog v2.0a HOTFIX 08/10/2016
Changes:
- Fix character locomotion jittering at low frame rates
- Fix links for youtube tutorials
- Improved Jump Physics
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Changelog v2.0 BASIC LOCOMOTION XX/10/2016
Changes:
- HeadTrack improved
- ThirdPerson & Topdown now share the same scripts, just change the input
- ThirdPersonInput & MeleeCombatInput scripts add to handle Input directly
- Changes in the Core of the Controller
- Animator Controller improved
- HUD improved
- New Action verification (+Performance)
- Extra Move Speed improved for the Controller, non-root motion or root motion with extra speed
- Capsule Collider will not be 'stuck' on walls anymore
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Changelog v1.3 BASIC LOCOMOTION BIG UPDATE 03/08/2016
Changes:
- Major changes on the main scripts of the Controller
- Improved Jump Physics
- Improved Ragdoll Transitions
- OnTriggerStay improved if using Ragdoll
- TriggerActions method changed, now we check the angle of the trigger instead of using Raycast (+performance)
- DraggableBox removed from the template (we'll remake in the future)
Add:
- New Animator Controller with less transitions, layers & parameters (easier to customize & add new animations)
- New V-bot 2.0 with custom textures and 3 LOD level
- New Headtrack system with LookAt to objects
- Area damage example (damage by frequency when staying inside the area)
- New Input script that handle all the input separated from the controller (easy to integrate with input assets)
- New Speed by MoveSet script that allow adding different speed values to the locomotion for each moveset
- Moving platform example
- New Main DemoScene
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Changelog v1.2a HOTFIX 15/06/2016
Fixed:
- GameController Spawning method getting errors or not spawning the Player prefab
- Layer 'Player' not auto-assigning on the Character childrens, making the character auto-crouch when add a Ragdoll
- Wrong stamina consuption at higher FPS
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Changelog v1.2 BASIC LOCOMOTION 31/05/2016
Fixed:
- Error when trying to manually add a TPCamera into a Camera
- Wrong stamina consuption in some cases when rolling, jumping and sprint
Changes:
- Controller, Animator & Motor scripts revised with new commends and regions for both Player, easier to use and modify
- Overhall performance improvements
- Sprint unlock for strafe locomotion, just add the animations into the blendtree
Add:
- Draggable Boxes
- Dynamic Trigger Action to know if there is a obstacle above or ahead
- Puzzle Boxes Scene showing the new feature
- Add new Beat'n Up Demo Scene
- Tags & Layers are automatically add into the project
- Health Item example to recover health
---------------------------------------------------------
Changelog v1.1d HOTFIX 17/01/2016
Fixed:
- Character Template missing Animator
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Changelog v1.1c 12/01/2016
Fixed:
- 2 Actions been activate at the same time, causing the Player to glitch between states
Changes:
- QuickStop and QuickTurn now are actions and are located in the Action State on the Animator
- Grounded State remade to handle Strafe animations
- Minor changes at the TPMotor, TPAnimator and TPController to prepare the AI on the next update
- Better transition from Strafe to Free locomotion, and the a smoother Quickturn
- ICharacter Interface created to handle the Ragdoll behaviour for both Player and AI
- Improve the verification for quickStop and quickTurn Add:
- Locomotion Type, now you can choose between Strafe Only, Free Only or Free with Strafe
- Crouch Strafe locomotion
- New Layer for Melee 3 Attack Combo, this layers comes without animations at this version,
but we will add some example animations on the next version,
along with the AI
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Changelog v1.1b 30/12/2015
Fixed:
- Message displaying change of input between mobile/pc when clicking
- Fixed the error about bounds on the FootStep when walking between Terrain and Mesh
Changes:
- TPCamera & HUD isoleted from the controller, now this components are modular and work individually
- Controller now works as a Prefab, can be Instantiated and will automatically find a Camera or the HUD component on the scene
- Culling fade now goes into the character instead of the Camera, also modular just like the Ragdoll of Footstep component.
- Strafe animations re-configured with better transitions
- Several TPCamera improvements of CameraState transitions and Culling
- Improvements and changes into the TPAnimator and TPMotor, now we separated on methods that controls animations and locomotion behaviour from each other
Add:
- GameController with SpawnPoint system
- Non Root-motion movement add, with separated Directional Movement Speed and Strafing Speed
- Rotate by World bool add into the Controller for better locomotion when playing on Isometric Mode
- List of Ignore Tags for the Ragdoll Component, keep Weapons or Acessories that are children of the Player with the correctly rotation
- New Camera Feature - Fixed Point or Multiple Points (Resident Evil oldschool camera's style)
- Trigger System to change CameraPoints
- New Demo Scene with the V Mansion showing the new CameraMode Fixed Point
- Simple Door example
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Changelog HOTFIX v1.1a 10/11/2015
Fix Bugs:
- On the MobileScene the gameObject MobileControls need to be below the HUD gameObject on the Hierarchy (otherwise it will stop respond after the ragdoll turn on)
- Fix the Jump behaviour if you jump right on the edge, the character falls and jump again (mecanim issue)
- Fix the trajectory of the jump in case of high value of height and force forward
- v1.1 shipped with a aditional XInput plugin, we removed and now you can export Mobile builds normally
Add:
- The character now can jump while Aiming (just a condition add in the Animator)
- Add 'quick change scene' buttons on the demo scenes
- Add a Camera Fade effect to hide the character when is too close
- Add Clip Plane Margin for better clipping planes to the Camera
- Add InvectorJoystick.cs is just a quickfix to the Square touch area from the CrossPlataformInput to a Circular touch area
- Add the original Standard Assets CrossPlataformInput to improve compatibility with other assets and avoid errors of scripts duplicity
- Add back the AntiAliasing in the Camera
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Changelog v1.1 25/10/2015
Fix Bugs:
- Fix the vibrating upperbody animation when in Aiming mode after the ragdoll was activated (bug found by Chrisb3D, thanks!)
- Fix lockPlayer after roll through the Crouch Area and rarely lock the player on the exit (bug found by tmmandk, thank you sir!)
- Fix minor bug holding shift and enter on Aim mode still drains stamina (reported by Steel Grin, thanks!)
Changes:
- Script "FindTarget" changed to "TriggerAction" and add AutoActions bool
- Major changes on TPCamera script
- Update XInput plugins to the last version with x86 and x86_x64 support
- change CheckForwardAction() and create a CheckActionObject on ThirdPersonMotor
- remove CheckAutoCrouch from the ThirdPersonController and put on ThirdPersonMotor
- improved Culling of the camera
- improved Ragdoll transition when back to player
- improved footstep system syncronization
- improved Ground Detection
- now users need to set up layers manually to improve compatibility with others projects
Add:
- Add float spine curvature to set up how much the spine will curve while on Aiming mode
- Add support to realtime change input to Mobile (thanks to Xander Davis)
- Add support to MFi iOS gamepad (thanks to Xander Davis)
- Add Aiming button on Mobile Touch Controls
- Add AutoActions for TriggerActions automatically do an Action without the need of input
- Add Tag for AutoCrouch (use on a simple trigger object)
- Add FootStep support to Play a specific material on objects with multiple materials
- Add feature Jump
- Add feature Camera Scroll Zoom (Mouse only)
- Add feature FixedAngle on CameraState
- Add DrawGizmos for Debug to verify the Raycasts on Motor (head, actions, stepup, stopmove)
- Add 2.5D Scene Demo
- Add Topdown Scene Demo
- Add Isometric Point&Click Scene Demo