Another one that has been real hard to pin down and driving me nuts.
Vfootsteps work just fine but with grounder IK I get this continuous rapid triggering on stairs,slopes etc.
I created a video of it using the basic controller demo and though it may be a Final IK issue I found the same error had occurred in the past with a set up not using IK so thought I should ask here if there is an easy fix first.
Removing untagged from the Ragdoll Component ignore list didn't help.
It stops if I enable 'fix transforms' but then I get long intermittent gaps in footsteps which isn't ideal either, any help would be appreciated, thanks.
Just realised I should have posted this in the Final IK Integrations board. Fell free to move it
That's odd I just download FinalIK from the asset store and did the exact same test as you, here it works fine with the option "Fixed Transforms" uncheck... did you change any settings in the inspetor or the controller?
I am using a clean project with only Invector and Final IK installed for the video example, I have spent last couple of days trying to fix it to no avail. Tried unchecking Autosync transforms and didn't help.
I am beginning to suspect it may be the Unity version is the problem I am using 2018.4.12f1. I will try a different version and see.
I would rather not be switching version though as that can cause a lot of issues on its own with such a large project at this point so any further ideas I could try out would be welcome before I have to do that
In the video I have made no changes to the controller or the Final IK settings other than check/uncheck Fix Transforms and both are latest versions.
I would even be happy enough to go with a different grounder solution and drop Final IK since all that extra stuff isn't so important but foot IK for me is a must have at a minimum for a third person character.
Tried Unity 2018.4.18f1 and seeing same result. Am I missing something really basic here?
Yes as it is a clean project, with both assets imported directly from the asset store I am importing all Invector project settings, I am attaching components exactly as shown in your tutorial video and other than changing 'Fix Transforms' on FFBIK component I am making no other changes. It just refuses to work for me
Your video tutorial doesn't use footsteps so I couldn't be sure up to now if the problem wasn't with the vfootsteps component but you just confirmed thats working fine for you.
I am now completely at a loss as to what might be causing this.
Very strange indeed... Although I did the same process as you did (download from the asset store, clean project, etc...) if you want you can send me a copy of your project zipped at inv3ctor@gmail.com, because I really try to reproduce the bug but it's not happening here
I've finally figured it out the reason it was not happening for me, the thing is this bug only occurs when the framerate is low or unstable
(ex: enter playmode with the game window not maximized and setting the Quality to Low will cause unstable framerate ~40fps )
As you can see FinalIK is moving our Footstep Spheres up and down from the original location to the IK location, and this is causing the Footstep to trigger because it works via OnTriggerEnter.
(The gif is pretty slow but the spheres are moving up/down constantly)
By enabling the option "Fix Transforms" you will only set the triggers to the initial state, not fixing the issue because the spheres will no longer move with the feet.
If we change the AnimatorMode to "Normal" instead of "Animated Physics", it works but our Character Controller requires the Animated Physics mode to work correctly since it is a Physics-based controller.
We try several different things to see if we could do something from our end, but we didn't manage to fix this issue at the moment.
I will try to contact Partel (Final IK Developer) to see if he can assist us.
I don't want to create a new thread, so I'll ask my question here.
Unity: 2020.3.8f1
Step by step: 1. Open Unity Hub. 2. Create a new project (3D Core; Built-in renderer). 3. Download and import "Invector Third Person Controller - Shooter Template" (2.6.2c). 4. Import project settings from Invector. 5. Download and import "Final IK" (2.2). 6. Open "Invector_BasicLocomotion" demo scene. 7. Choose "vBasicController". 8. Add component "Full Body Biped IK". 9. Foot step works only when jumping, when walking around it does not work at all.
What does not help: 1. Everything mentioned in this topic.
What does help: 1. Disabling "Fix Transforms" in the "Full Body Biped IK", but it breaks the interaction system from Final IK.
I don't want to create a new thread, so I'll ask my question here.
Unity: 2020.3.8f1
Step by step: 1. Open Unity Hub. 2. Create a new project (3D Core; Built-in renderer). 3. Download and import "Invector Third Person Controller - Shooter Template" (2.6.2c). 4. Import project settings from Invector. 5. Download and import "Final IK" (2.2). 6. Open "Invector_BasicLocomotion" demo scene. 7. Choose "vBasicController". 8. Add component "Full Body Biped IK". 9. Foot step works only when jumping, when walking around it does not work at all.
What does not help: 1. Everything mentioned in this topic.
What does help: 1. Disabling "Fix Transforms" in the "Full Body Biped IK", but it breaks the interaction system from Final IK.
Is there any other way to fix it?
You forgot one step, create a empty object inside the player with the GrounderFBBIK component and assign the "Default" layer to it