private void Start() { _setSkeletons = FindObjectOfType <SetSkeletons>(); _hipsPIDController = GetComponent <HipsPIDController>(); // Get upper physical bones physicalUpperBones = _setSkeletons.physicalUpperBones; physicalLowerBones = _setSkeletons.physicalLowerBones; // Get upper interpolated bones interpolatedUpperBones = _setSkeletons.interpolatedUpperBones; interpolatedLowerBones = _setSkeletons.interpolatedLowerBones; }
void Start() { // From same GameObject _intAnim = GetComponent <Animator>(); // From other GameObject _terrain = FindObjectOfType <TerrainMaster>(); hipsPIDController = FindObjectOfType <HipsPIDController>(); rbController = FindObjectOfType <RigidBodyControllerSimpleAnimator>(); // Get lists from SetSkeletons RetrieveBones(); }
void Start() { // From same GameObject _body = GetComponent <Rigidbody>(); _anim = GetComponent <Animator>(); _terrain = GetComponent <TerrainMaster>(); _hipsPIDController = GetComponent <HipsPIDController>(); // It takes it from Inspector //_groundChecker = transform.GetChild(0); //_groundChecker = transform.GetChild(transform.childCount - 1); // Since we disable gravity in our RB, we use to check ground // Set CoM for lower-body into the hips _body.centerOfMass = rootKinematicSkeleton.localPosition; }