Skip to main content

Overview

The FPS Animation Framework introduces a standalone input property system. The idea is that you can define custom properties in the Input Config asset and then use them in runtime: Once the game starts, the User Input Controller will register all the properties from the Input Config, so they can be modified in runtime. So far only 4 types are supported:
  • Int
  • Float
  • Bool
  • Vector4
Tip: floats have an interpolation feature. Set the interpolation speed to something higher than 0, and the system will automatically interpolate the value in realtime. This is a useful function for weights, when you want to smoothly disable/enable some animation features.
The framework provides a default Input Config, which you can use as a starting point: To get or set values in runtime, you can use these methods: While it is possible to get/set a property by name, it is recommended to use the property index instead. You can get the property index in the Start() event like this: Now let’s learn what parameters control what in the default Input Config.

Default Properties

Float properties

  • PlayablesWeight - controls the weight of the custom animations.
  • StabilizationWeight - controls the stability of the upper body. If set to 1 - fully stabilized, if 0 - overidden locally, stability is not guaranteed.
  • LeanInput - defines the lean angle. Used in the Look Layer.
  • Aiming Weight - controls the weight of the ADS. It is modified in the Ads Layer, and used in the View Layer.
  • TurnOffset - controls the character rotation offset to counter player rotation (it is used sed for turning in place).

Bool properties

  • IsAiming - defines the current state of aiming.
  • UseFreeAim - whether we use the dead-zone mechanic or not. Only used in the Sway Layer.-

Vector4 properties

  • MouseInput - defines accumulative mouse look input. X is the yaw rotation, while Y is the pitch rotation. Z and W components are not used. Primarily used by the Look Layer.
  • MouseDeltaInput - defines the delta mouse look input. X is the yaw delta rotation, while Y is the pitch delta rotation. Only used by the Sway Layer.
  • MoveInput - defines the current movement input. X represents the horizontal movement, and Y - is horizontal. Used by the Sway Layer.