Traversal
Game Creator's Traversal module works with the Full Body Awareness Controller without any setup. Ladders, climbing, ziplines, vaults and other traversal moves place the hands and feet with their own animation, so the rig steps back while one plays.
What Changes While Traversing
| Part | What it does |
|---|---|
| Camera | Sits on the face and follows the head right away, without the usual smoothing. You don't see your own body from outside during a fast move. |
| View | During moves that play once, like vaults and jumps, the camera follows the head of the animation. During ladders, ziplines and wall runs you keep looking around freely. See Follow Head below. |
| Spine | With free look, it still bends towards the view, so the body turns with the camera and you don't see inside the shoulders or the chest. |
| Arms | The hands stay where the animation puts them, like on the rungs of a ladder or on top of a wall. They don't lock to the view, even while holding an item. Elbows near the camera turn away from it, and a hand right in front of the eyes is moved out a little. |
| Legs | The camera keeps a small distance from the legs, so a raised knee doesn't fill the view. |
| Rotation unit | Stops turning the body. Traversal decides where the body faces. |
| Turn In Place | Lets go of the feet, so they follow the animation. |
| Head bob, Strafe Roll, Upper Body Stabilization, Lean and Upright Torso | Off, so the animation plays as it was made. |
| Looking around | You can look up to 90 degrees to each side of the body. |
Everything blends back in when the traversal ends.
Settings
You find these in the Full Body Awareness rig, under Traversal.
| Setting | Default | What it does |
|---|---|---|
| Follow Head | One Shot Moves | When the camera follows the animated head. One Shot Moves: moves that play an animation once, like vaults, jumps and pull ups. Ladders, ziplines and wall runs keep free look. All Moves: every traversal move. Never: the view always stays free. |
| Follow Transition | 0.15 | Seconds the view takes to blend to and from the head. |
| Limb Clearance | 0.18 | How close the camera can get to the legs and arms while traversing, in meters. Raise it if a limb still fills the view. |
A move counts as a one shot move when its Motion asset uses Animation Clip. Moves set to Animation State, and every Traverse Interactive like a ladder, count as free look moves.
Before You Tune
Check these two things first if the camera clips while traversing:
- The Main Camera's Near Clip Plane is
0.01. - The ladders, walls, cover and other objects you traverse are on a layer in the rig's Eye > Wall Layers.
Other Climbing Systems
For your own climbing or interaction animations, use the Release Body instruction. Turn Release on before the animation and off after it. The body then works the same as during a free look traversal move. To make the camera follow the head too, add Follow Head Animation.