public static void AddNewQuadruped() { GameObject root = createCommon("Moveen quadruped"); Stepper5 stepper5 = root.GetComponent <MoveenStepper5>().engine; stepper5.leadingLegRight = 0; stepper5.leadingLegLeft = 2; stepper5.forceBipedalEarlyStep = false; // root.transform.position = root.transform.position.withSetY(0.6f); float w = 0.3f; float v = 0.8f; float lh = -0.6f; //legs { GameObject leg = new GameObject("Anim leg FR"); leg.transform.parent = root.transform; leg.transform.localPosition = new Vector3(w, lh, -w); MoveenStep2 step = leg.AddComponent <MoveenStep2>(); MoveenSkelLimb1 skel = leg.AddComponent <MoveenSkelLimb1>(); step.step.comfortPosRel = new Vector3(v, -1, -v); skel.targetPosRel = step.step.comfortPosRel; skel.rotJoint.axisRel = new Vector3(0, 1, 0); skel.rotJoint.secondaryAxisRel = new Vector3(1, 0, -1).normalized; skel.footPlatformHeight = 0.1f; } { GameObject leg = new GameObject("Anim leg BL"); leg.transform.parent = root.transform; leg.transform.localPosition = new Vector3(-w, lh, w); MoveenStep2 step = leg.AddComponent <MoveenStep2>(); MoveenSkelLimb1 skel = leg.AddComponent <MoveenSkelLimb1>(); step.step.comfortPosRel = new Vector3(-v, -1, v); skel.targetPosRel = step.step.comfortPosRel; skel.rotJoint.axisRel = new Vector3(0, 1, 0); skel.rotJoint.secondaryAxisRel = new Vector3(-1, 0, 1).normalized; skel.footPlatformHeight = 0.1f; } { GameObject leg = new GameObject("Anim leg FL"); leg.transform.parent = root.transform; leg.transform.localPosition = new Vector3(w, lh, w); MoveenStep2 step = leg.AddComponent <MoveenStep2>(); MoveenSkelLimb1 skel = leg.AddComponent <MoveenSkelLimb1>(); step.step.comfortPosRel = new Vector3(v, -1, v); skel.targetPosRel = step.step.comfortPosRel; skel.rotJoint.axisRel = new Vector3(0, 1, 0); skel.rotJoint.secondaryAxisRel = new Vector3(1, 0, 1).normalized; skel.footPlatformHeight = 0.1f; } { GameObject leg = new GameObject("Anim leg BR"); leg.transform.parent = root.transform; leg.transform.localPosition = new Vector3(-w, lh, -w); MoveenStep2 step = leg.AddComponent <MoveenStep2>(); MoveenSkelLimb1 skel = leg.AddComponent <MoveenSkelLimb1>(); step.step.comfortPosRel = new Vector3(-v, -1, -v); skel.targetPosRel = step.step.comfortPosRel; skel.rotJoint.axisRel = new Vector3(0, 1, 0); skel.rotJoint.secondaryAxisRel = new Vector3(-1, 0, -1).normalized; skel.footPlatformHeight = 0.1f; } foreach (var step in root.GetComponentsInChildren <MoveenStep2>()) { step.step.stepSpeedMin = 6f; step.step.stepSpeedMin = 6f; step.step.comfortRadiusRatio = 0.7f; } }