Demo Scenes and Examples
The MMLC unitypackage contains an example scenes (Assets\Plugins\Threepeat\MMLocoParkour\Demos) with a fully-configured Humanoid-rigged character to demonstrate all of the functions:
Update - Animation Set Change Helper tool Now Available!
There is now an option in Config Wizard -> Help and Utilities
tab to change the animation set for all active/enabled MxMAnimator's (MMLC Characters) in the scene:
- Select your desired animation set in the
Override AnimData
dropdown, then clickChange AnimData for all Active MMLC Characters in Scene.
- That's it!
Important
The FinalIKGrounder demo scene will only work if you've setup your project and that scene as described in the Using MMLPDemoScene_With_FinalIKGrounder Demo Scene section of Configuration - Final IK Grounder.
Behavior | Action (if needed) |
---|---|
Move camera | mouse |
zoom camera | mouse wheel |
Running | Arrow keys |
smooth walk/run transitions | (Requires Strider for maximum smoothness) Use Gamepad, joystick, or any input axis with graduated [-1,1] values |
Sprint | Left Shift (Hold) |
Crouch | Left Ctrl - Only Available with Optional Animation Sets integrated |
Crouch walk | Arrow keys or joystick while crouching - Only Available with Optional Animation Sets integrated |
Jump | Spacebar |
Big Jump | Hold Spacebar for > 0.35 seconds or press spacebar while sprinting |
Fall detection | Run off of an elevated platform, player will detect falling and switch to Falling Blend-Space based on forward speed |
Normal/Hard/Rolling Landing | Based on impact speed with the ground when landing, Player will immediately resume whatever behavior they were doing prior to the jump or falling condition (Normal), execute a hard landing event with a forward roll (if the path ahead of them is clear), or execute a hard landing event in place (if path ahead of them is blocked) |
Note
If you arrived at this page from Installation Step 3, you can continue with configuring your own custom player character at Configuration - Character
Completed Examples
-
Blending between MMLC and the animator (including with Avatar Mask to simultaneously use MMLC and the Animator): See Example_ToggleAnimatorOnKey
-
Toggle whether character is able to run or only walk: See Example_ForceWalkOnKey
-
Programmatic Jump triggering: See Example_MakeCharacterJumpWhenYouPressGKey
-
Change a NavMesh-driven character's destination: See Example_SetNavMeshTargetOnLKey
-
Switch between NavMesh and InputSystem or InputManager at runtime: See Example_SwitchInputSchemeToInputSystemOnKey, Example_SwitchInputSchemeToNavMeshOnKey, and Example_SwitchInputSchemeToInputManagerOnKey
Completed Tutorials
All tutorials are available on our Youtube: https://www.youtube.com/@threepeatgames7837/videos
Scripts from Youtube Tutorials
Working with Mecanim Part 1, Example_ToggleAnimatorTheNewWay.cs