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Tools > FST > Seating Controller Manager
Drop or Select Gameobject in the Object to Setup field
Click Setup Object
Add BoardSource component to vehicle
Add MoveTowards object/s and an ObjectIdentifier component and enter 14 for the
ID, as you would for drive.
Vehicles in demo scene will show different types of setups.
NOTE: Bake navmesh in OfflineDemo scene for rcc AI to work (can takeover ai cars
like in gta).
Setup Animator on vehicle if need left and right door animations
See “Setting up an animator for a BoardSource”
Use empty gameobjects with an AbilityIKTarget component to set the desired
positions. If they are not child of seat then set the root in the seat, eg hands to
steering wheel > steering wheel is root.
Naming conventions matter! Here’s what the asset uses for quick setup if you like
For seats – The tool will search for names containing “Seat/seat” and “Driver/driver,
Passenger/passenger, Gunner/gunner” respectively. It will add the seats to the
component and prefill the Name, Type and Seat Position fields.
Example “DriverSeat”, “PassengerSeat”, “GunnerSeat”
It will also search for “Feet/feet” and “Hand/hand” combined with “Root/root”
Example “HandIkRoot”, “FeetIkRoot”
It will also search for ”FirstPersonCamPos/FirstPersonCameraPos/
FirstPersonCameraPosition” if added for vehicle weapons.
Attack Colliders are also found and added, It will search for “Attack/attack” combined
with ”Collider/collider”. Additionally it will find “Left/left”, “Right/right”, ”Front/front”,
“Rear/rear”. If none of these are found it cannot determine how you would like it
setup so it’ll show you a handly little window to assist the setup in a speedy manner.