I really like the xfur plug in but the physics can be a bit borked with it passing through through parts of the mesh. Might be better to paint this directly onto character at the modeling stage and simply animate in app for export. I did create a character in the past which used a bunch of spring controllers for secondary motion and was surprised to find it all worked in a very simple game engine not designed for this, so might go that route as it will cut down on the real time physics calculations allowing for longer fur and hair where I want it. Still it adds a lot to a character.
Voxeland was the first asset I purchased when I picked up Unity but only recently got the chance to use it. I anticipated having ro export as meshes to use the climb system but it worked straight off by simply tagging all the voxel chunks and you can climb all over the terrain. Having a blast sculpting with it and everything ties in very naturally.
rolfy looks like AAA. its beautiful. I think its time for you to be realistic here, don't waste your years perfecting it like others did. Get help from other people and get budget from indiegogo and kickstarter now. You have a great gameplay, awesome environment and good animations, you get around 30k to 100k budget for this.
Now if got the budget don't forget to hire me... lol!
Don't think I am getting past that critter for now....reckon I'll just go chase some birds instead.To trigger the bird scare I used a nifty asset called Zone Controller this pulls ALL editable parameters to display from any scripts attached to an object and triggers selected on entry/exit real easy to use.
That's some beautiful sceneries but there is definitely something going on with your controller, it's flickering a lot especially when jumping... it's probably something running in the wrong update
Yes, I had noticed that with camera frames lagging too when falling and I thought it might be the one of the post effects and was going to look at it, you think it might be the invector camera or the controller itself? I am also noticing the footstep sounds are not playing properly.
Hmmmm I don't think it will solve the jittering problem, we used to have an issue with that but it was with a very old version, let's just confirm a few things:
In your vThirdPersonInput script, are those methods being called on those specific updates?
Yes methods are correct, I reckon this isn't the invector controller, I remember accidentally clicking 'apply' on the player prefab when in play mode a bit back and this changed the default 'T' pose when placing the prefab in level, I suspect it affected more than just that. Perhaps FinalIK root assignment being set up wrong or the character rig got borked or maybe a combination of both. This is all assuming we are talking about the bad glitch in the hips when stepping up or down stairs etc.
I have already fixed that but the controller still feels a little less smooth than it should, I will likely just set up from scratch again, already tested the character with only invector and climb system and it seems fine aside from the footsteps still not working as they should, I have yet to assign FinalIK and will test each thing as I go along to ensure nothing breaks it again.