Thanks for all of the feedback! We've been making a lot of changes to take into account all of this. I should have a new build within a day or so.
* Dodge: It's really difficult to both aim and press jump while moving at the same time. I think simple double click on the move key will be much better and intuitive.
* Vault: I expect to press jump to Vault. Pressing F to Vault is a bit odd. Players will press Jump almost certainly.
* Hang: While in Hang, I expect Jump to detach from the Hang, but it doesn't do anything. I expect Hang to move up/down by arrow key but moving down doesn't.
* Ledge Strafe: I expect pressing up/down key to move the character to moves toward the direction the camera is facing.
And I can't Jump out of Strafe.
These have been changed.
* Crawl: pressing shift-jump will make Crawl to move really fast.
Fixed.. Jump was activating which then disabled root motion.
* Vault: Vault height seems bit low. If you can just Jump over it, Vaulting seems a bit odd. Vault is for objects you cannot normally jump over.
If we want to be more clever, we can use moving speed to Vault instead of jump on certain height(~20cm below the max Jump height). For example, you are moving slow or just starting moving and jump, Vault would be better than Jump even if you can Jump because Jump, in this case, will look like a bunny hop.
For vault we used some parkour images to determine the height. The ability doesn't care what height the actual object is as long as your animations match that object.
3. Others.
It's is important that the ability works with the weapon in hands, except Hang. I wasn't able to test it in this build but please support weapon in hands. I think in the case of Balance, and Strafe, you should be able to shoot as well since your hands are free and it will be awkward if you can't shoot.
In the case of Crawl, you should be able to shoot when not moving. In this case, lay down belly-flat and shoot.
Hang, Ledge Strafe, and Crawl will have the weapons unequipped. There isn't anything hardcoded in the ability code that will prevent the animations from being equipped, but because there are so many different weapon types and not all weapon types work with all of those abilities we decided to just disable it in the demo scene. The crawl ability is meant to be more of a crawl rather than a prone, though you can certainly use the crawl code to create a prone.
4. Question.
Can Ledge and Balance be used for Hang as well?
Yes, we've updated the demo scene to show this occurring. The hang ability in the demo scene detects the object by the Object Identifier component, though if you wanted it to be able to hang on any object that meets the cast requirements then that'll work as well. The docs will explain better any setup that is involved.
Will we get the option to use the dodge ability without having to lock-on to an enemy? And will we be able to use weapons while crawling?
Yes, you can. The crawl ability is meant to be more for crawling rather than prone but there isn't anything in the ability code that prevents weapons from being equipped.
- I find it 'up' is move from hang to higher hang but down is drop/jump away, feels like down should be drop to lower and f (or equivalent/or jump) should be drop/jump away (ie. so jump/f is start and end whole acrobatics process?).
We've added a drop down animation to hang. You can also now stop hang with the jump key.
- what happens with weapons when entering roll, hang etc.. are they all unequipped by default?
I've been debating how to ship this asset and I still need to create the build scripts so this could change but right now I plan on just shipping with the assault rifle and the sword in the demo scene. This will give an idea for both melee and shootable. Dodge, Vault, Roll, and Balance all work with weapons equipped, while the other three are going to first unequip the weapon (I explained a bit more above)