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|B_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the B channel of <code>SplatMap</code>
|B_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the B channel of <code>SplatMap</code>
|A_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the A channel of <code>SplatMap</code>
|A_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the A channel of <code>SplatMap</code>
|BlendSounds|Bool| Whether to blend sounds together based on what mix of channels the user is stepping on.
|MinimumThreshold|Float| The minimum threshold needed for a channel to be for it to cound for a sound.
|R_Weight|Float| The strength the sound for the R channel has, which can make it have more importance than other channel sounds on the same pixel.
|G_Weight|Float| The strength the sound for the G channel has, which can make it have more importance than other channel sounds on the same pixel.
|B_Weight|Float| The strength the sound for the B channel has, which can make it have more importance than other channel sounds on the same pixel.
|A_Weight|Float| The strength the sound for the A channel has, which can make it have more importance than other channel sounds on the same pixel.
Footstep Sound Splatmap Splitter component as seen in the Scene Inspector
The FootstepSoundSplatmapSplitter component plays a different sound player depending on what part of a mesh collider on in the same slot a player walks on.