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2

What you want, is a rotation around the local y-axis when either A or D is pressed. With the standard assets, this can be achieved quite easily, with the Input manager. To alter the settings, go to Edit->Project Settings->Input. You should now see the settings for the Input in your Inspector window. You want to change the Horizontal movement, so expand ...


2

Open up the FPSInputController and CharacterMotor classes. Look at how FPSInputController reads keypresses and then sends a command to the CharacterMotor. You will want to create two new commands to pass (or possibly more, I've added "crouch" and "sprint" to mine, you're looking for "rotate right" and "rotate left"). You'll have to define new inputs as ...


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The short answer is yes. The long answer is that the specifics of how to do it massively depends on how you handle drawing your characters. If you use skeletal animations (like when using spine), then you can easily exchange bits of your character by just replacing the texture of it. (Since in skeletal animation systems your character is separated into ...


3

I prefer not to use FSMs for movement, but it can work in certain cases. One of the things FSMs are great for is animations, which is what the linked example would easily tie into. The key thing to notice about the code you are working from is that lateral motion is considered in every one of their states using their function agent:getMovement(). Even in the ...


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This is a somewhat complex thing, which there are a couple of different options. You could take Ethan and color him. The "Ethan Occlusion" in ThirdPersonCharacter/Textures show this file. You can add some color to him via it. The mapping is a bit tricky to see from the file, but it could be done. Load Ethan.fbx into a 3d modeling program (Blender, for ...


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Since they original code is not posted on this site, I am not going to click on the link. Instead, I will give you a very simple 3rd person controller script that illustrates how movement can be handled on a basic level. And to be honest, animations are much better handled using the Animation Controller Component. It uses a state machine to control the ...



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