Sounds: Walking + WaterWalking + Climbing

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
35/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Stale
Tech stack
csharp, unity

Research direction

Start by reading VrSwimDive.cs, which the issue identifies as containing the knee-deep walking calculation. Then trace how walking and water-walking animations trigger sounds and how VR movement vectors are measured; the issue proposes aligning sound timing with vector thresholds and adding a component. Done means walking, water-walking, and climbing sounds trigger at the intended movement thresholds, aligned with their animations.

Written by the indexing model from the issue text.

Description

When knee deep, after certain amount of meters walked, the movement sound should be played.

VrSwimDive.cs contains calculation for normalWalk + KneeDeep (WaterWalk). We can use this set property to calculate sounds.

Preferrably the sounds should align with animation time.

Idea: When an animation normally plays a walking sound after x-seconds, then the moved vector3 should align, so that a normal walk should play sound in VR at the same time (but based on V3, not timing).

Todos

  • Timer
    • Check for Walking sound timer
    • Check for WaterWalking sound timer
    • Climbing
  • Alignment
    • Align timer with Walking V3 in VR
    • Align timer with WaterWalking V3 in VR
    • Implement new Component to play sound whenever V3 threshold is reached
Dominant language
C#
Stars
33
Forks
1
Avg merge
1d 17h
Merged PRs (30d)
51

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  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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