The walk speed is too slow for me. Don't understand why we can set the run speed but not the walk speed.
When you don't move a character it plays an "idle" animation, but when it moves it plays a "movement" set of animations. This collection of movements are generally called locomotion animations. A character doesn't just transition between idle to walk to run animations, but blends between them; at a certain point, the character might be moving between a walk and a run animation, and it should still look good.
In order to do this, we have to sync the phase of the legs, which is the pacing at which the left leg and right leg stomp the floor. To simplify the whole process, we made it so the walk speed is always half of the run speed, so that the speed difference between [idle to walk] is the same as [walk to run]. Hope this makes sense.
Ok, how about for first person? From what I know, you just hid the third person model and moved the camera. The On Step behaves exactly the same. In other assets usually the first person controller and third person controller are completely separate. If you can make the first person controller just a collider, and allow us to manually input different movement speeds and how often the foot hits the floor (allow us to match head bob if we like), this would solve a lot of issues, at least for first person.
Doing that would radically change how we approach the character system and this is not something we'll be doing. Moreover, having the First Person and Third Person (or any character perspective) use the same system allows you to change between them at runtime at no cost.
It seems tcmeric has a solution for walking speed, but I'm not sure what he's talking about. You can search this up in Discord for context.
Also, for first person, locomotion animations don't matter, so I don't understand why we can't set the walk speed separately.
The current walk/run animation speed is set to match the default values. If you want to change the speed at which the character runs/walks, you'll obviously need to also slow down the animations, so the feet don't slide over the ground. That's why he says he adjusted the animation speed; You can open the animation clip in Blende (for example) and scale up the animation cycle.
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