Ground Fitter is component which is dynamically fitting object to ground
You can choose if you want fit object in X and Z rotation axis (good for spiders) or limit Z hardly (human/quadropeds etc.)
Thanks to smart quaternion calculations you have clear control over Y axis rotation (direction of movement)
Now in Version 1.1 package is including controller which is using ground fitter for controllable movement by player.
Community Forum Thread
06.2021: New arrange of asset directories to be in sync with my all other packages, please remove all FImpossible directories, update plugins on the asset store and import to the project again.
V1.2.2
- Added 'GroundRotator' component which is dedicated for just aligning model to the ground without
any movement on the game object. It should be used on the root bone of the skeleton with origin in foot/ground position.
V1.2.1
- Modified physical movement with interpolated rigidbody for Ground Fitter Movement component
- Added some animator features for the Ground Fitter Movement component
- Added "Direct Movement" slider for nav mesh example script
V1.2.0
- Reworked some scripts for cleaner view in code (parenting etc.) Check "Change Position" variable in your components, it can change when you import this version (now it's named "Glue To Ground")
- Upgraded precision of root motion rotation
- Added new simplified component
- Added scene which is using simplified component in use with CharacterController component
V1.1.9
- Added possibility to use root motion just on FGroundFitter component without need of FGroundFitterMovement
- Added possibility to move in any direction (sideways/diagonal), not just forward / backward + rotation
- Added NavMesh use with GroundFitter example scene and script
V1.1.6/8
- Added support for root motion (+rotation V1.1.71)
- Supporting animation clip names no matter they're written in upper / lowercase
- Now layer mask variable by default will have "Default" layer instead of "TransparentFX"
- Ignoring self collider
- Added option "Change Position" so you can untoggle this if you want to use ground fitter just to change object's rotation
- Some cleaning in code
- Added "Zone Cast Offset" variable to change position of raycast zone plane
Version 1.1.5 [Many upgrades]
- Added gizmo raycasts for component so you can preview how raycasts will go
- Added some new features to ground fitter, main one - ZoneCast - casting additional raycasts in X shape and making average rotation from them
- Upgraded fitter movement component, now it falls correctly when object lost ground under feet (with correct checkRange) and upgraded some other stuff
- Some modifications in component's variables and methods order (in case if someone was using or changing this components in custom coding)
v1.1.0 [New Features]
- FGroundFitter is not creating additional GameObject anymore, it's replaced by few math functions
- You can now limit side and forward rotation limit to value you want to and some new parameters
- Added new demo scene and FGroundFitter_Movement component which is example of using ground fitter as movement controller, with option to turn on physics (to upgrade in future versions)
v1.0.1
Added gizmos, selecting collision layers in public variable and MaxYNormal variable (will be changed in future)