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Dynamic Footstep System #58
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Added an optional dynamic footstep system which can play different foot step effects based on the material below the player or with a component added to the collider.
Unassigned Footstep Surfaces will still play a generic footstep sound.
This works great, that's exactly what I imagined. Only a small note, then I think we can merge this into main:
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Yes, I can get rid of the added player scene and modify the main player scene. I didn't want to change your base player without express approval. |
Changes were placed directly onto the main player scene. The player script had some unnecessary lines removed as there is no need to fallback on the old system since this new system is integrated.
Okay so the changes are pushed to the main player scene now. I removed some extra lines from player.gd because there is no need to fall back onto the old system since it will be integrated now. |
I didn't properly support static meshes and rigidbodies. Also didn't support all of the CSG shapes. I'm working on these now. |
Okay, I think its ready for review again |
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Amazing work!
Here is my Dynamic Footstep System. It works well in my tests. There is a demo scene included. All of the resources, assets, and scripts are contained in the DynamicFootstepSystem folder.
I did make a small change to the player script to support the system, but the system is optional and if it is not specified the player script will work normally and play generic footstep sounds.