๐Auto Hand Player
Last updated
Last updated
Auto Hand Player is an optional rigidbody movement system that is compatible with auto hand. This system includes smooth movement, turning, grounding, platforming, climbing, and pushing
Head Camera
is the tracked VR camera
Forward Follow
is what determines the forward direction of your movement axis. Recommend using the camera or controller. Using the camera as forward transform: pushing the thumbstick forward will move the direction the camera is facing
Tracking Container
this should be an empty object containing the Hands, Controllers, Tracked Camera and Fullbody (if used). This tracking container should NOT be placed under the Auto Hand Player but should be under the same parent as the Auto Hand Player
Hand Right
Right hand the player is using
Hand Left
Left hand the player is using
Max Move Speed
the maximum speed the movement can go
Move Acceleration
the rate at which the player accelerates to match the target move speed.
Turn this up high if you want the player to instantly be at the max speed when they start moving lower for slower transition between starting and stopping movement
Grounded Drag
the amount of drag to apply while the player is grounded. This will act as the extra stiffness someone would have while standing on the ground vs falling when a force is applied
Height Smooth Speed
Height smoothing occurs when walking up a staircase or ramp. Height smoothing speed helps replace jarring height changes in VR with smoother steps like would occur while walking
Turning off the snap turning toggle will enable smooth turning and reveal smooth turn speed
Snap Turning Angle
the angle around the y-axis to rotate on a snap turn input 0-360
Smooth Turn Speed
the smooth turning speed for
Height Offset
takes a positive or negative value and will offset the height of the player by that amount
Crouching
toggleable, will reduce/add the crouch height when enabled/disabled
Crouch Height
the amount of height to reduce the player when crouch is enabled
Auto Adjust Collider Height
if true the local capsule collider will automatically adjust its height to match the head height
Min Max Height
the min max height of the capsule collider. Good for preventing players from getting to places they shouldn't my crawling on the floor or maxing their height
Use Head Collision
Whether or not the head camera should use collision to prevent the camera from going through objects or not. Head will collide with same collisions as body
Head Radius
The radius of the head collision
You can disable grounding to enable flying
Grounding will keep the player locked on the ground. It manages stepping up slopes and stairs.
Max Step Height
the maximum allowed step height
Max Step Angle
the maximum allowed surface angle in degrees to walk on: 0 is flat, 45 is a half angled slope 70 is a very steep slope and 90 is a vertical surface
Ground Layer Mask
grounding will only occur when touching objects in these physics layers
If climbing is enabled on the Auto Hand Player and the player is holding a grabbable with the climbable component, climbing will be activated. While climbing is activated the player body will try to move to fill the difference between the controller and the hand(s).
Allow Climbing Movement
if true, the player can move with the thumbstick movement while climbing is activated
Climbing Strength
scales the target velocity by this vector3
Climbing Acceleration
how quickly the velocity can move to the target velocity (prevents jitter, do not turn too high)
Climbing Drag
the drag applied to the player body
Works similarly to climbing but activates from hand collision with an object that has the Pushable component. Pushing is not recommended on dynamic objects
Pushing Strength
scales the target velocity by this vector3
Pushing Acceleration
how quickly the velocity can move to the target velocity (prevents jitter, do not turn too high)
Pushing Drag
the drag applied to the player body
If enabled, the auto hand player will automatically platform any ground it's currently grounded to that also exists in the platforming layer mask. Platforming will move/rotate the player with whatever it's standing on
Platforming Layer Mask
the physics layers to enable automatic platforming on
The Auto Hand Player script includes a simple Jump function that works by temporarily disabling grounding and applying an upward velocity force to the player rigidbody
Manages input for the Auto Hand Player movement and turning axis