hi, i just configured Footstepper for my character and terrain and it works fine . now i would like to adjust the volume of the footstep following the Master and SFX volume in the setting how can i set this?
Makinom/ORK comes with the Sound Channel component to drive the audio level of an Audio Source.
Post edited by gamingislove on
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Sorry for hijacking this, but I just started setting up Footstepper this morning.
I think there's an issue with the integration package for ORK with footstepper. I tried importing it in both my project and the 3D RPG playground and received all these errors:
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Just the Makinom 2 integration - I've updated the website :)
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i put the Sound channel component and it worked thank you! i tried adding Initial Sound Channel 0 on Game Settings - Audio Settings. should i set at least one for Music and Sound? and do i have to add Unity audio mixer to it?
You don't really have to set them up - they're created automatically when used and not available yet. You only need to set them up if you want some specific setup for them, e.g. a different start volume or using an audio mixer group (which is not required).
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noted ! I put the footstepper on the terrain using Terrain Footstep Source with Footstep Texture Material (every texture has Footstep Material's sound set.) it works for a few (4-5 seconds) seconds playing seamlessly among terrain's textures, but after that it stops playing for about 5 seconds (while my character is still running), then plays again. sometimes it wont play or only play once / twice before stopping for a few seconds again.
how do i fix the setting so footstep wont stop playing as long as im running on the terrain?
Hard to say at - are you also using particle effects in your footsteps? If yes, are they also not playing or are only the sounds not playing?
If particle effects are also not playing, it could be the footsteps not being recognized (e.g. raycast not hitting ground due to starting below ground level). If particle effects are playing but no sound, it could be some audio setup issue.
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i tried adding particle effects into the Footstep Material and it spawned the particle effects only when it played the audio. does it mean it is a raycast problem? i tried setting footstepper's ray distance to 1 but still get the same problem.
here is audio source component of my character. img1
also i just realized that i now get these errors when my character is walking after adding the prefab into the footstep materials. img2
here is my footstep material config img3 i get the errors if i set the stop after and remove after time, but with that config, the footstep sounds work fine. but if i make them 0, the footstep starts to have the symptomps like above.
Yeah, most likely. I think this happens when the feet are directly on the ground or slightly below it. Since you don't use a Ray Offset, the raycast would start directly at the foot's game object. Try using an offset, e.g. X=0, Y=0.5, Z=0 - and increase the Ray Distance accordingly.
As for the error, that seems like the spawned prefab was destroyed before the Stop After time ran out. E.g. if the prefab itself (e.g. via a custom script) auto destroys itself before that. I'll add some safeguards for this in the next update.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I think there's an issue with the integration package for ORK with footstepper. I tried importing it in both my project and the 3D RPG playground and received all these errors:
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
i tried adding Initial Sound Channel 0 on Game Settings - Audio Settings. should i set at least one for Music and Sound? and do i have to add Unity audio mixer to it?
You only need to set them up if you want some specific setup for them, e.g. a different start volume or using an audio mixer group (which is not required).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I put the footstepper on the terrain using Terrain Footstep Source with Footstep Texture Material (every texture has Footstep Material's sound set.)
it works for a few (4-5 seconds) seconds playing seamlessly among terrain's textures, but after that it stops playing for about 5 seconds (while my character is still running), then plays again. sometimes it wont play or only play once / twice before stopping for a few seconds again.
how do i fix the setting so footstep wont stop playing as long as im running on the terrain?
here is my setting on my player
image1
image2
If particle effects are also not playing, it could be the footsteps not being recognized (e.g. raycast not hitting ground due to starting below ground level).
If particle effects are playing but no sound, it could be some audio setup issue.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
does it mean it is a raycast problem?
i tried setting footstepper's ray distance to 1 but still get the same problem.
here is audio source component of my character.
img1
also i just realized that i now get these errors when my character is walking after adding the prefab into the footstep materials.
img2
here is my footstep material config
img3
i get the errors if i set the stop after and remove after time, but with that config, the footstep sounds work fine.
but if i make them 0, the footstep starts to have the symptomps like above.
I think this happens when the feet are directly on the ground or slightly below it. Since you don't use a Ray Offset, the raycast would start directly at the foot's game object. Try using an offset, e.g. X=0, Y=0.5, Z=0 - and increase the Ray Distance accordingly.
As for the error, that seems like the spawned prefab was destroyed before the Stop After time ran out. E.g. if the prefab itself (e.g. via a custom script) auto destroys itself before that.
I'll add some safeguards for this in the next update.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!