Learn by example! In this tutorial you will learn how to get the texture(s) active at a given point on a Renderer and a Terrain. We'll construct a primitive footstep system, Raycasting down from the center of a Character Controller and sampling which textures are active at that point.
For the Renderer, it's relatively straightforward. However, Terrains are much more complex. We have to do some math to determine the Terrain position, then consider possibly multiple active textures because the Unity Terrain uses splatmaps to blend textures, allowing multiple textures to be active.
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📚 Resources
⚫ Footstep sounds I use in my games: assetstore.unity.com/packages...
⚫ Terrain: docs.unity3d.com/ScriptRefere...
⚫ Terrain Data: docs.unity3d.com/ScriptRefere...
⚫ Terrain Layers: docs.unity3d.com/ScriptRefere...
⚫ Material - docs.unity3d.com/ScriptRefere...
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Chapters:
00:00 What to Expect
01:28 Scene Overview
02:05 Binding AudioClips to a Texture & Raycasting
04:22 Get Hit Texture from a Renderer
06:44 Hooking up Footstep Sounds & Demo Footstep Sounds on Renderers
07:59 Get Hit Texture from a Terrain
10:48 Demo Footsteps on Terrain
11:28 Blending Sounds Based on all Textures Active
13:34 Demo Blended Sounds
14:17 Demo with Real Sounds
14:43 Final Thoughts
Негізгі бет Get Textures Active on a Terrain or Renderer by Simple Footstep System Example | Unity Tutorial
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