System for attaching objects to contacts on other players
- Six overlapping Proximity Contacts feed their outputs into a parent constraint to center a GameObject on the target.
- The GameObject contains the Proximity Contacts, making them center themselves on the target constantly.
- The
Allow Others
setting on the Contacts is turned off after the Contact Tracker has attached.- This prevents the Contact Tracker from tracking multiple Contacts.
Contact.Tracker-3.mp4
- Merge the Animator Controller
Contact Tracker FX
to your own FX Controller, using the Avatars 3.0 Manager tool. - Drag & drop the
Contact Tracker
prefab into the base of your Hierarchy. - Right click and unpack the prefab, then drag & drop it onto your avatar.
- Expand the prefab hierarchy and find
Tracker Target
. - Move
Tracker Target
outside ofContact Tracker
and place it anywhere in your avatar's hierarchy as needed.
Note
When building for Quest, you will have to remove unsupported components and shaders
- Place the objects you want to attach to other players inside
Contact Tracker
->Container
.- Alternatively you can constrain the objects to
Contact Tracker
->Tracking Points
.
- Alternatively you can constrain the objects to
- Enable the
ContactTracker/Control
parameter to activate the system. - You can edit the
Collision Tags
of the six Proximity Contacts to change which Contact Senders the Contact Tracker should track. - The
ContactTracker/Size
parameter in the FX Controller can be changed to set the size of the Contact Tracker when it is not tracking.
- The Blend Tree used in the
Contact Tracker Blend Tree
FX Layer MUST use Write Defaults ON! - This is the only case in which mixing Write Defaults is okay, you do not need to switch your workflow.
Constraints: 6
Constraint Depth: 5
Contact Receivers: 6
FX Animator Layers: 2
Mesh Renderers: 1
Contact Tracker
|-Container
| |-Cube
|-Tracking Points
| |-Culling
| |-X+
| |-X-
| |-Y+
| |-Y-
| |-Z+
| |-Z-
|-Tracker Target
Contact Tracker is available as-is under MIT. For more information see LICENSE.