Hi Justin,
For network characters in the CharacterFootEffects script. I think the grounded check in the FixedUpdate method should adjust the origin and distance like you do in the FootStep method.
I was having problems with footstep sounds not playing for networked characters and this mod fixed it for me.
For network characters in the CharacterFootEffects script. I think the grounded check in the FixedUpdate method should adjust the origin and distance like you do in the FootStep method.
I was having problems with footstep sounds not playing for networked characters and this mod fixed it for me.
C#:
// Original
if (!m_CanPlaceFootstep || !Physics.Raycast(m_Transform.position, -m_Transform.up, (m_CharacterLocomotion.SkinWidth + m_CharacterLocomotion.ColliderSpacing), m_CharacterLayerManager.SolidObjectLayers, QueryTriggerInteraction.Ignore)) {
return;
}
// Should be
if (!m_CanPlaceFootstep || !Physics.Raycast(m_Transform.position + m_Transform.up * 0.2f, -m_Transform.up, (0.21f + m_CharacterLocomotion.SkinWidth + m_CharacterLocomotion.ColliderSpacing), m_CharacterLayerManager.SolidObjectLayers, QueryTriggerInteraction.Ignore)) {
return;
}