What ChatGPT has to say about a Motion Matching Integration with UCC

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Me: Write a Unity Script: Integrate Motion Matching for Unity by Animation Uprising with Ultimate Character Controller by Opsive.

ChatGPT: Sure, here is an example Unity script that integrates Motion Matching for Unity by Animation Uprising with Ultimate Character Controller by Opsive:

C#:
using UnityEngine;
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.Motion;
using AnimationUprising.MotionMatching;

public class MotionMatchingIntegration : MonoBehaviour
{
    [SerializeField] private Animator m_Animator;
    [SerializeField] private MotionMatchingData m_MotionMatchingData;
    [SerializeField] private bool m_UseRootMotion;

    private UltimateCharacterLocomotion m_Locomotion;
    private MotionMatchingEngine m_MotionMatchingEngine;
    private MotionState m_CurrentMotionState;

    private void Start()
    {
        m_Locomotion = GetComponent<UltimateCharacterLocomotion>();
        m_MotionMatchingEngine = new MotionMatchingEngine(m_MotionMatchingData);
    }

    private void Update()
    {
        // Get the current input values for motion matching
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        // Get the current velocity and angular velocity of the character
        Vector3 velocity = m_Locomotion.Velocity;
        Vector3 angularVelocity = m_Locomotion.AngularVelocity;

        // Calculate the motion matching result
        MotionState motionState = m_MotionMatchingEngine.MatchMotion(horizontalInput, verticalInput, velocity, angularVelocity);

        if (motionState != null)
        {
            // If a new motion state has been found, update the animator
            if (motionState != m_CurrentMotionState)
            {
                m_CurrentMotionState = motionState;
                m_Animator.CrossFadeInFixedTime(motionState.AnimationClip.name, 0.1f);
            }

            // Update the root motion
            if (m_UseRootMotion)
            {
                m_Locomotion.SetMoveDirection(motionState.RootMotion);
            }
        }
    }
}

ChatGPT: This script assumes that you have already set up an Ultimate Character Controller character with an Animator component and Motion Matching for Unity data from Animation Uprising. You will need to assign the Animator, MotionMatchingData, and UseRootMotion variables in the inspector.

The script uses the Ultimate Character Controller's UltimateCharacterLocomotion component to get the current velocity and angular velocity of the character, and the MotionMatchingEngine to calculate the motion matching result based on the current input values and velocities.

If a new motion state is found, the script updates the Animator to play the corresponding animation clip, and updates the root motion if the UseRootMotion variable is set to true.
 
Me: How will the aiming mechanics within Ultimate Character Controller affect this integration?

ChatGPT:
The aiming mechanics within Ultimate Character Controller can affect the integration of Motion Matching for Unity by Animation Uprising in a few ways, depending on how you want your character to behave while aiming.

One way that the aiming mechanics can affect the integration is by changing the velocity and/or angular velocity of the character while aiming. This can affect the motion matching result because the MotionMatchingEngine takes the character's velocity and angular velocity into account when calculating the best motion state to use. If the character's velocity and/or angular velocity changes while aiming, this can affect the motion matching result and cause the character to play different animations.

Another way that the aiming mechanics can affect the integration is by overriding the animation clip played by the Animator. If the aiming mechanics involve playing a specific animation clip while aiming, this can override the animation clip chosen by the MotionMatchingEngine and cause the character to play the same animation clip regardless of the input values and velocities.

To integrate the aiming mechanics with the Motion Matching for Unity by Animation Uprising, you may need to modify the MotionMatchingIntegration script to take into account the character's velocity and angular velocity while aiming, and to handle any animation clip overrides that occur while aiming. You can do this by adding additional logic to the Update() method that handles the character's aiming state and adjusts the motion matching result accordingly.
 
Me: Ok, modify the MotionMatchingIntegration script to integrate the aiming mechanics.

ChatGPT: Sure, here's an example of how you could modify the MotionMatchingIntegration script to integrate the aiming mechanics with the Motion Matching for Unity by Animation Uprising:

C#:
using UnityEngine;
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.Motion;
using AnimationUprising.MotionMatching;

public class MotionMatchingIntegration : MonoBehaviour
{
    [SerializeField] private Animator m_Animator;
    [SerializeField] private MotionMatchingData m_MotionMatchingData;
    [SerializeField] private bool m_UseRootMotion;

    private UltimateCharacterLocomotion m_Locomotion;
    private MotionMatchingEngine m_MotionMatchingEngine;
    private MotionState m_CurrentMotionState;

    private void Start()
    {
        m_Locomotion = GetComponent<UltimateCharacterLocomotion>();
        m_MotionMatchingEngine = new MotionMatchingEngine(m_MotionMatchingData);
    }

    private void Update()
    {
        // Get the current input values for motion matching
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        // Get the current velocity and angular velocity of the character
        Vector3 velocity = m_Locomotion.Velocity;
        Vector3 angularVelocity = m_Locomotion.AngularVelocity;

        // Check if the character is aiming
        bool isAiming = m_Locomotion.ActiveAbility is Aiming;

        // If the character is aiming, adjust the input and velocities
        if (isAiming)
        {
            horizontalInput = 0f;
            verticalInput = 0f;
            velocity = m_Locomotion.AimingMovementInputVector;
            angularVelocity = Vector3.zero;
        }

        // Calculate the motion matching result
        MotionState motionState = m_MotionMatchingEngine.MatchMotion(horizontalInput, verticalInput, velocity, angularVelocity);

        // If a new motion state has been found, update the animator
        if (motionState != null && motionState != m_CurrentMotionState)
        {
            m_CurrentMotionState = motionState;

            // If the character is aiming, override the animation clip
            if (isAiming)
            {
                m_Animator.CrossFadeInFixedTime("Aim", 0.1f);
            }
            else
            {
                m_Animator.CrossFadeInFixedTime(motionState.AnimationClip.name, 0.1f);
            }
        }

        // Update the root motion
        if (m_UseRootMotion)
        {
            if (isAiming)
            {
                m_Locomotion.SetMoveDirection(m_Locomotion.AimingRootMotion);
            }
            else if (motionState != null)
            {
                m_Locomotion.SetMoveDirection(motionState.RootMotion);
            }
        }
    }
}

ChatGPT: In this modified script, we added a new variable called 'isAiming' that checks if the character is currently aiming. If the character is aiming, we override the input values with the values from the 'AimingMovementInputVector' and set the angular velocity to zero. This ensures that the MotionMatchingEngine calculates the best motion state based on the character's aiming movement input and not the regular movement input.

Next, we added an 'if' statement to check if the character is aiming when choosing which animation clip to play. If the character is aiming, we override the animation clip with the "Aim" animation clip. Otherwise, we use the animation clip chosen by the MotionMatchingEngine.

Finally, we modified the code that updates the root motion to take into account the character's aiming state. If the character is aiming, we use the 'AimingRootMotion' instead of the motion state's root motion.
 
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Me: What about when the character changes states, for example when changing to crouching?

ChatGPT:When the character changes states, such as when crouching or entering a different movement mode, the motion matching result may need to be recalculated to ensure that the character plays the appropriate animations.

To handle state changes, you can modify the MotionMatchingIntegration script to listen for state change events and recalculate the motion matching result accordingly. Here's an example of how you could modify the script to handle state changes:

C#:
using UnityEngine;
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.Motion;
using Opsive.UltimateCharacterController.StateSystem;
using AnimationUprising.MotionMatching;

public class MotionMatchingIntegration : MonoBehaviour
{
    [SerializeField] private Animator m_Animator;
    [SerializeField] private MotionMatchingData m_MotionMatchingData;
    [SerializeField] private bool m_UseRootMotion;

    private UltimateCharacterLocomotion m_Locomotion;
    private MotionMatchingEngine m_MotionMatchingEngine;
    private MotionState m_CurrentMotionState;

    private void Start()
    {
        m_Locomotion = GetComponent<UltimateCharacterLocomotion>();
        m_MotionMatchingEngine = new MotionMatchingEngine(m_MotionMatchingData);

        // Subscribe to state change events
        EventHandler.RegisterEvent<State, bool>(gameObject, "OnCharacterChangeState", OnChangeState);
    }

    private void OnDestroy()
    {
        // Unsubscribe from state change events
        EventHandler.UnregisterEvent<State, bool>(gameObject, "OnCharacterChangeState", OnChangeState);
    }

    private void Update()
    {
        // Get the current input values for motion matching
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");

        // Get the current velocity and angular velocity of the character
        Vector3 velocity = m_Locomotion.Velocity;
        Vector3 angularVelocity = m_Locomotion.AngularVelocity;

        // Check if the character is aiming
        bool isAiming = m_Locomotion.ActiveAbility is Aiming;

        // If the character is aiming, adjust the input and velocities
        if (isAiming)
        {
            horizontalInput = 0f;
            verticalInput = 0f;
            velocity = m_Locomotion.AimingMovementInputVector;
            angularVelocity = Vector3.zero;
        }

        // Calculate the motion matching result
        MotionState motionState = m_MotionMatchingEngine.MatchMotion(horizontalInput, verticalInput, velocity, angularVelocity);

        // If a new motion state has been found, update the animator
        if (motionState != null && motionState != m_CurrentMotionState)
        {
            m_CurrentMotionState = motionState;

            // If the character is aiming, override the animation clip
            if (isAiming)
            {
                m_Animator.CrossFadeInFixedTime("Aim", 0.1f);
            }
            else
            {
                m_Animator.CrossFadeInFixedTime(motionState.AnimationClip.name, 0.1f);
            }
        }

        // Update the root motion
        if (m_UseRootMotion)
        {
            if (isAiming)
            {
                m_Locomotion.SetMoveDirection(m_Locomotion.AimingRootMotion);
            }
            else if (motionState != null)
            {
                m_Locomotion.SetMoveDirection(motionState.RootMotion);
            }
        }
    }

    private void OnChangeState(State state, bool active)
    {
        // Recalculate the motion matching result when the character changes states
        if (active && state.CanAffectMotionState())
        {
            m_MotionMatchingEngine.ClearHistory();
        }
    }
}

ChatGPT: In this modified script, we have added a new boolean variable called 'isAiming' to check whether the character is currently aiming or not. If the character is aiming, we set the horizontal and vertical input values to zero and use the 'AimingMovementInputVector' and 'Vector3.zero' for the character's velocity and angular velocity, respectively. This ensures that the character plays the appropriate aiming animations.

We have also added a new event handler called 'OnChangeState' which is called whenever the character changes states. In this event handler, we check if the new state can affect the motion state (for example, if the character is crouching or prone), and if so, we clear the motion matching history and recalculate the motion matching result. This ensures that the character plays the appropriate animations when transitioning between states.
 
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Unfortunately it'll take a lot more work than a single script. At this time there are no plans to add integration with the Motion Matching asset on the Asset Store.
 
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