wire player control setup and tune the third-person controller
Editor/PlayerControlSetup.cs is the one-shot menu that assembles the playable player: the armature, the Cinemachine rig, the NavMesh agent, and the pointer input wiring, so a scene can be brought up to a controllable state repeatably rather than by hand. StarterAssets input actions gain the pointer and interaction bindings the new locomotion and interaction layers read, and PlayerArmature is updated to match. ThirdPersonController blends the animator toward target speed scaled by input magnitude. Previously a partial stick deflection or a click-to-move arrival played a slowed run clip via MotionSpeed alone; scaling the blend makes those use the walk cycle instead. Co-Authored-By: Claude Opus 5 <[email protected]>
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@@ -248,7 +248,11 @@ namespace StarterAssets
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_speed = targetSpeed;
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}
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_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
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// NightclubArcadia: blend toward speed scaled by input magnitude so
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// partial stick / click-to-move arrival uses walk cycles, not a
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// slowed run clip via MotionSpeed alone.
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_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed * inputMagnitude,
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Time.deltaTime * SpeedChangeRate);
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if (_animationBlend < 0.01f) _animationBlend = 0f;
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// normalise input direction
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