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Question by inanakmugan · Jul 24, 2020 at 10:18 AM · rigidbodyfps controllerfootsteps

How to add a footstep sound to rigidbody fps controller without animations?

My player has a rigidbody fps controller from standard assets. I don't have any animations or character. How can i add footsteps? I tried something like this. This doesn't work properly.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FootStepController : MonoBehaviour
 {
     //config params
     [SerializeField] GameObject Player;
 
     //params
     AudioSource audioSource;
 
     // Start is called before the first frame update
     void Start()
     {
         audioSource = GetComponent<AudioSource>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Player.GetComponent<Rigidbody>().velocity.magnitude > Mathf.Epsilon) 
         {
             audioSource.Play();
         }
         else if (Player.GetComponent<Rigidbody>().velocity.magnitude == Mathf.Epsilon) 
         {
             audioSource.Stop();
         }
     }
 }

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Answer by Llama_w_2Ls · Jul 25, 2020 at 05:53 PM

 bool isWalking; //true if im walking
     float FootstepDelayTime;
 
     // Update is called once per frame
     void Start()
     {
         StartCoroutine(PlayFootsteps()); //Starts the coroutine below (basically a function)
     }
 
     IEnumerator PlayFootsteps()
     {
         Start: //loop
 
         if (isWalking == true) //check if im walking
         {
             audioSource.Play(); //play footstep sound (sound shouldnt really be longer than a second, just one footstep is enough)
             yield return new WaitForSeconds(FootstepDelayTime); //delay for a period of time
         }
 
         goto Start; //loop back to checking if im still walking
     }
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avatar image inanakmugan · Jul 27, 2020 at 10:50 AM 0
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Nice but how you control too isWalking? $$anonymous$$y Question is how can i understand character is walking without animation events?

avatar image Llama_w_2Ls inanakmugan · Jul 27, 2020 at 01:22 PM 0
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If you press 'w' (to go forward) then isWalking is equal to true. You dont need animation events or triggers to detect if a key is being pressed.

avatar image inanakmugan Llama_w_2Ls · Jul 27, 2020 at 01:54 PM 0
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Thanks for answers. If i tie isWalking to WASD how can i turn isWalking to false when i stuck somewhere but keep pressing WASD?

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Answer by mzaidan1996 · Jul 24, 2020 at 10:25 AM

I'll try figuring it out, I'm new to unity, and I'm almost going to reach that step in my game, I'll try to find out how.

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