👟Auto Hand Player
Player Movement

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

Setup
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
Movement
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
Snap Turning
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
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
Grounding
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
Climbing
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
Pushing
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
Platforming
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
Jumping
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
AutoHandPlayer player = GetComponent<AutoHandPlayer>();
player.Jump(strength);Controller Input

Manages input for the Auto Hand Player movement and turning axis
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