Emerald AI Wiki
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  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
      • Creating a Companion AI
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    • Combat Component
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    • Detection Component
      • Applying a Head Transform
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    • Movement Component
      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
      • Using the Destination Wander Type
    • Health Component
      • Setting up an AI's Health
      • Setting up an AI's Hit Effects
    • Sounds Component
      • Creating an AI's Sound Profile
  • Emerald Components (Optional)
    • Adding and Removing Optional Components
    • Cover Component
      • Applying the Cover Component
      • Setting up the Cover Component
      • Setting up Cover Nodes
    • Debugger Component
      • Applying the Debugger Component
      • Drawing an AI's Path
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    • Decal Component
      • Applying the Decals Component
      • Setting up the Decals Component
    • Events Component
      • Applying the Events Component
      • Creating an Event Through the Editor
      • Creating an Event Through Code
    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
    • Inverse Kinematics Component
      • Applying the IK Component
      • Creating an Animation Rig and Multi-Aim Constraint
      • More Info on the Animation Rigging Package
    • Items Component
      • Applying the Items Component
      • Creating Equippable Weapons
    • Location Based Damage Component
      • Applying the LBD Component
      • Assigning Colliders to the LBD Component
      • Damaging the LBD Component
    • Optimization Component
      • Applying the Optimization Component
      • Setting up the Optimization Component
    • Sound Detector Component
      • Applying the Sound Detector Component
      • Understanding the Sound Detector Settings
      • Using an Attract Modifier
    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
    • UI Component
      • Applying the UI Component
      • Setting up the UI Component
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      • Applying the Weapon Collision Component
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  • API
    • Accessing the EmeraldAPI Script
    • Available API
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    • Damaging an AI
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  • Emerald Profiles & Objects
    • Ability Object
      • Bullet Projectile Ability
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      • General Projectile Ability
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      • Melee Ability
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      • Summon Ability
      • Healing Ability
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      • The Collider Module
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    • Combat Action Object
      • Blocking Combat Action
      • Dodge Combat Action
      • Strafe Combat Action
      • Random Movement Combat Action
      • Switch Target Combat Action
      • Creating Custom Combat Actions Through Code
    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
      • Applying Animations
      • Regenerate Animator Controllers
      • Copying Animation Profiles
    • Sound Profile
      • Creating an AI's Sound Profile
      • Setting up Footstep Sounds
      • Setting up Attack Sounds
      • Setting up Warning Sounds
      • Setting up Death Sounds
    • Waypoint Profile
    • Footstep Surface Object
      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
  • Emerald Managers
    • Setup Manager
      • Setting up an AI with the Setup Manager
    • AI Duplicator Manager
      • Duplicating an AI
    • Animation Viewer Manager
      • Opening the Animation Viewer
      • Previewing Animations
      • Creating and Applying Animation Events
      • Creating Attack Animation Events
    • Faction Manager
      • Modifying Factions Through the Faction Manager
    • Combat Text Manager
      • Adjusting the Combat Text Settings
      • Accessing the Combat Text System Through Code
  • Integrations
    • Integrations
      • Final IK
      • Invector
      • FPS Engine
      • Dialogue System
      • Quest Machine
      • Love/Hate
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  • Setting up a Footstep Surface Object
  • Footstep Effects and Footprints Setup

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  1. Emerald Profiles & Objects
  2. Footstep Surface Object

Setting up a Footstep Surface Object

Last updated 1 year ago

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Note: If you want to create you own Footstep Surface Object, you can do so by seeing the section.

Ensure you have properly set up your AI's Footsteps Component before proceeding. If you have not done so, please see the section.

Setting up a Footstep Surface Object

To set up a Footstep Surface Object, you will need to choose whether you want your Footstep Surface Object to use Tags or Textures. Tags are received from the Unity tag of the detected game object upon a successful footstep. Textures are received from the texture of a Unity Terrain upon a successful footstep. Both of these use the current footstep's position.

If the Unity tag or textures are detected at the footstep's current position, that Surface Footstep Object will be used and its Step Sounds, Step Effects, and Footprints will be used.

Note: You can hover over each setting to view a tooltip description of it.

Footstep Effects and Footprints Setup

Your Step Effects and Footprint objects need to have their local up axis facing up (when their rotation is 0,0,0). You can refer to the included Step Effect and Footprint object for an example of this.

Important: Ensure that is set to local and that the green arrow is facing up when all rotations are set to 0. This allows the footstep effects and footprints to spawn correctly.

Unity's Toggle Tool Handle Rotation
Creating a Footstep Surface Object
Setting up the Footsteps Component