#How do I add animations to the "Run on Surface" asset?

36 messages · Page 1 of 1 (latest)

wide violet
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I downloaded a new animation from mixamo and imported the fbx into lens studio, then I tried swapping the "jump" animation in Animation Player component with the animation in my newly imported fbx, but it didnt seem to work.

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I would also like to know how I can make the character "jump while running." right now i have to stop running in order for the jump button to work.

woeful nest
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to jump and run - since provided controller doesn't allow to press two buttons at the same time, but you could add some inertia, let me see what I can do!

wide violet
woeful nest
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@wide violet could you please describe the kind of movement and controls you are envisioning?

wide violet
woeful nest
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Yeah, we have to work on two interactions for tap and also for some physics for ground check! I will be working on this next example and will share it on asset library!

woeful nest
wide violet
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coooooool!!!

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this is what im talkin about!

woeful nest
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good! will try to figure out the ground collisions next

fiery ibex
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I downloaded Run On Surface.
But It doesn't work, how can I set it up?
I added it to the hierarchy but nothing shows up in the preview

I didn't have the bitmoji module installed. I was able to display Bitmoji,
The control UI is still not displayed.

woeful nest
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hi! asset itself has a couple instructions - 1 2 and 3 in children names

wide violet
fiery ibex
wide violet
wise surge
jagged hinge
woeful nest
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yes! sorry i was offline for a couple days. navigation controller is updated now to support multi touch. I can share project for 5.0.19

woeful nest
viral charm
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تكفون ‏ضيفو العدسة SLN

jagged hinge
jagged hinge
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Could you mayne point out what you've changed? When I try to copy paste the scripts it messes up my animation controller values (in editor) to the point that nothing is working anymore. I had to discard the changes in git to get it running again, since I am still fresh to Lens. (a week).

woeful nest
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@jagged hinge the animation state manager has some fixes in it, such as resetting trigger automatically after use. Overall it should work the same - noonr of the inputs or logic have changed - just fixes. The Navigation controller script have changed, and also button's background prefab have changed

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I can try to update it in your project if you are blocked

jagged hinge
jagged hinge
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@woeful nest I sent you a dm