CRT 028 Burst out of water state
Автор: Warrior Dooehn
Загружено: 2025-11-09
Просмотров: 5
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We’ve now got the full “burst out of the water” experience wired up.
Player settings: in PlayerController’s Water Movement block you can dial in Water Exit Jump Velocity (vertical punch), Water Exit Horizontal Boost (side momentum), Water Exit Hang Duration, and Water Exit Hang Gravity Scale. Together they define how high and floaty the leap feels—raise the exit velocity or hang duration/lower the gravity scale for taller airtime.
Animator work: we introduced the Player_SwimJump state (driven by your Icke_SwimJump clip). The controller activates it whenever a surface burst happens, keeps it live midair, then automatically blends back to swim stroke when you re-enter water or to the standard jump/landing states when you touch ground. No manual animator tweaks needed beyond ensuring that state exists.
Flow recap: swim to the surface, press jump, the script snaps you just above the collider, applies the configured boosts, lightens gravity for the “hero moment,” and plays the swim-jump animation. Once you land (ground or water) the state machine resets so normal locomotion takes over.
If you want an even higher leap, bump Water Exit Jump Velocity (e.g., 9–10) or extend Water Exit Hang Duration with a lighter gravity scale (0.3–0.4). For more forward motion, increase Water Exit Horizontal Boost.
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