Demo Scenes and Examples
The MMLC unitypackage contains an example scenes (Assets\Plugins\Threepeat\MMLocoParkour\Demos) with a fully-configured Humanoid-rigged character to demonstrate all of the functions:
Update - Animation Set Change Helper tool Now Available!
There is now an option in
Config Wizard -> Help and Utilities tab to change the animation set for all active/enabled MxMAnimator's (MMLC Characters) in the scene:
- Select your desired animation set in the
Override AnimDatadropdown, then click
Change AnimData for all Active MMLC Characters in Scene.
- That's it!
The FinalIKGrounder demo scene will only work if you've setup your project and that scene as described in the Using MMLPDemoScene_With_FinalIKGrounder Demo Scene section of Configuration - Final IK Grounder.
|Action (if needed)
|smooth walk/run transitions
|(Requires Strider for maximum smoothness) Use Gamepad, joystick, or any input axis with graduated [-1,1] values
|Left Shift (Hold)
|Left Ctrl - Only Available with Optional Animation Sets integrated
|Arrow keys or joystick while crouching - Only Available with Optional Animation Sets integrated
|Hold Spacebar for > 0.35 seconds or press spacebar while sprinting
|Run off of an elevated platform, player will detect falling and switch to Falling Blend-Space based on forward speed
|Based on impact speed with the ground when landing, Player will immediately resume whatever behavior they were doing prior to the jump or falling condition (Normal), execute a hard landing event with a forward roll (if the path ahead of them is clear), or execute a hard landing event in place (if path ahead of them is blocked)
If you arrived at this page from Installation Step 3, you can continue with configuring your own custom player character at Configuration - Character
Blending between MMLC and the animator (including with Avatar Mask to simultaneously use MMLC and the Animator): See Example_ToggleAnimatorOnKey
Toggle whether character is able to run or only walk: See Example_ForceWalkOnKey
Programmatic Jump triggering: See Example_MakeCharacterJumpWhenYouPressGKey
Change a NavMesh-driven character's destination: See Example_SetNavMeshTargetOnLKey
Switch between NavMesh and InputSystem or InputManager at runtime: See Example_SwitchInputSchemeToInputSystemOnKey, Example_SwitchInputSchemeToNavMeshOnKey, and Example_SwitchInputSchemeToInputManagerOnKey
All tutorials are available on our Youtube: https://www.youtube.com/@threepeatgames7837/videos