Class WalkGaitParameters.TimingGroup

Namespace
CodeSmile.AnyMotion.AnimateYourself.Gait
/
Assembly
ApiSource.dll
[Serializable]
public sealed class WalkGaitParameters.TimingGroup
Expand Details ...
Inheritance
object
WalkGaitParameters.TimingGroup

Fields

Cadence

[Tooltip("Steps per second. Two steps make one full gait cycle, so 2 completes one cycle per second. Only used when Derive Cadence From Speed is off.")]
[Range(0.1, 6)]
public float Cadence

Field Value

float

DeriveCadenceFromSpeed

[Tooltip("Work out the step rate from the character's speed instead of using the Cadence setting below. Leave this on: it is what keeps a planted foot from sliding, because the foot then travels backwards at exactly the speed the body travels forwards.")]
public bool DeriveCadenceFromSpeed

Field Value

bool

DeriveSpeedFromDeltaPosition

[Tooltip("Measure Move Speed automatically from how far the character actually moved along the ground each frame, instead of needing a script to set it. This is what lets a character animate correctly with no extra code, whether it is moved by a Character Controller, a Rigidbody or anything else. Only works in Play mode; in the Scene view the character does not move, so the preview runs at Simulated Speed (Edit Mode) instead.")]
public bool DeriveSpeedFromDeltaPosition

Field Value

bool

DutyFactor

[Tooltip("The fraction of each cycle one foot spends on the ground. Above 0.5 both feet are on the ground at the same time for part of the cycle, which is a walk. Below 0.5 there is a moment when neither foot touches the ground, which is a run.")]
[Range(0.25, 0.95)]
public float DutyFactor

Field Value

float

LegPhaseOffset

[Tooltip("How far apart in the cycle the two legs are. 0.5 is normal alternating steps. Moving away from 0.5 brings the two steps closer together in time, which produces a shuffle or a hop.")]
[Range(0, 1)]
public float LegPhaseOffset

Field Value

float

MoveDirection

[Tooltip("Which way the character is travelling compared with the way it is facing, in degrees. 0 is straight ahead, 90 is sideways to the right, -90 sideways to the left, and 180 is walking backwards. Leave it at 0 unless the character can travel in a direction it is not facing, such as while strafing, in which case a character controller writes it every frame the same way it writes Move Speed.")]
[Range(-180, 180)]
public float MoveDirection

Field Value

float

MoveSpeed

[Tooltip("How fast the character is moving, in metres per second. Only used when Derive Cadence From Speed is on. Normally measured automatically (see Derive Speed From Delta Position) or written every frame by your own character controller, so the value shown here is usually overwritten as soon as Play mode starts. While Derive Speed From Delta Position is on, the Scene view preview uses Simulated Speed (Edit Mode) instead, because nothing writes this field outside Play mode; with that checkbox off, the preview uses this field.")]
[Range(0, 12)]
public float MoveSpeed

Field Value

float

WaveSharpness

[Tooltip("The shape of every repeating movement. 0 is a smooth wave, so joints ease into and out of each position. Towards 1 joints hold still and then change abruptly, which reads as stiff, mechanical or unsettling.")]
[Range(0, 1)]
public float WaveSharpness

Field Value

float