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Ground material detector #476
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HosseinPan
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forum thread
What will this PR bring to the project for everyone?
This will detect the type of ground under the character. This feature is a prerequisite for footsteps sounds.
How did you implement them?
with a raycast it checks the gameobject's tag.
If its "Ground":
It finds the nearest vertex color on the ground mesh to the character then It will iterate over all the defined groundTypes that hasGroundTag property set to true and finds the one that has closest value to the VertexColorRGB property of the GroundType and this will be the result of the GetGroundType() method.
If the tag isn't "Ground":
It will iterate over all the defined groundTypes that hasGroundTag property set to false. And find the one that the Tag is matched with the gameObjectTag property of the GroundType and this will be the result of the GetGroundType() method.
For implementing footsteps sounds we can call GetGroundType() method to get the GroundType at anytime. We can define ScriptableObjects to pair the GroundType and AudioCue for footsteps.
The reason for not being static is that we cannot read vertex color in static meshes.
2. Other GameObjects that characters can walk on should have a specific tag for each type.
3. Create GroundType ScriptableObject for each ground type in game.
4. Create one GroundTypeList ScriptableObject and add all the GroundType ScriptableObjects to the list.
5. GroundTypeDetector script should be attached to the character. And reference the GroundTypeList to it.