Hi everyone,
I have a strange glitch when using different surfaces for changing footsteps sounds.
Until recently, I was using Movement method set to "Point and Click" and everything was working fine.
But, recently, due to several players feedbacks, I changed it to "Straight to Cursor" and now there a glitch happening when changing surface: from time to time, footsteps sounds get accelerated to the point they merge together. Here is a video showing the glitch:
https://youtu.be/bA3TXzIdhuM
(first half of the video shows the glitch, 2nd half shows expected behavior)
I was using triggers and the action "Sound:Change footsteps" to switch surfaces.
I've made a test with "Auto-detect surface" instead bu I get the same glitch.
The glitch is there only with the Movement method set to "Straight to Cursor".
If I can't solve it, it's still possible for me to revert to "Point and Click".
I'm using Unity 6.3 and AC v1.86.4.
I'm sorry to bother you with that during summertime, but if you have any idea about why I get this glitch it would be very helpful.
Thanks in advance ![]()
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
Share screenshots of the Player's footstep sounds component / setup. Are you using animation events to affect playback?
You mention this happens from time to time - is there a discernable pattern to it, i.e. only when walking upward like in the video?
I wonder if it's a case of the walk animation resetting. Let's also see the "Movement settings" section on the Settings Manager, and try adjusting the Pathfinding update time slider to see if that makes a difference.
Hi Chris, thanks a lot for your answer!
Here are the screenshots.
https://ateliersento.com/stock/PlayerComponent_01.jpg
https://ateliersento.com/stock/PlayerComponent_02.jpg
https://ateliersento.com/stock/PlayerComponent_03.jpg
https://ateliersento.com/stock/Player_Sound01.jpg
https://ateliersento.com/stock/Player_Sound02.jpg
https://ateliersento.com/stock/Settings01.jpg
https://ateliersento.com/stock/Settings02.jpg
I don't use animation events.
The only pattern is that it happens in the areas where I switch surfaces. But it can happen in walking upward, downward, sometimes in happens only during 1 seconds, sometimes during the entire area...
I did try to switch the pathfinder update time to 5 before writing the post above and it did not solve anything.
But I've tried again today to set it to 1. No more glitch!
I've set it back to 0.5 (as it was before, when I was having the glitch), quit Unity and opened it and... no more glitch.
So I guess it was probably the problem...
I'll tell you if the glitch comes back.
In the meantime, thank you so much for the help!
Hi everyone!
Unfortunately the glitch gradually came back over the past few weeks.
I tried to update AC to v1.86.5 in case it would magically solve it but it didn't.
I also tried to adjust the Pathfinding update time slider again, as Chris suggested, but it made no difference this time.
Finally, I tried to make my footsteps sounds a bit longer. They were around 0.2s long. I've added silence at the end so now they are one second long. It seems the glitch happens less frequently now but I'm not sure. It's still there anyway.
If anybody has an idea of anything I could do to solve this, it would be very helpful. Thanks in advance
Could it be that the "Run separation time" is zero? As your walk and run speeds are the same, your character may technically be running while they appear to be walking.
Hi Chris, thanks for your answer.
I think that was the problem indeed!
I had set the same speed scale for the walk and run because I did not want my character to run but it seems now that it wasn't a good idea.
So I've just set a higher speed for run, played the scene and noticed that my character is running sometimes and that the glitch appears when the character is running as you said.
What I've done to solve this is to set the "Run threshold" (in Settings>Movement) to 1000 to be sure the character won't run anymore.
And it seems it works fine now. I've have no more glitch.
Thank you so much for your help! I feel relieved.