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Footstep in pictures.

Unity screenshots of Footstep, with scene states, sound graphs, and steps to try.

02 / Every step counts. Walk across three surfaces and compare the footstep readout. One event key chooses grass, stone, or wood through a parameter; each surface has several short variations cut from a longer recording.

These are real Unity captures with the scene’s own models, camera, and controls. Select a picture to enlarge it, or open Try this in Unity below it for the steps. The graph close views explain individual parts of the full graph.

All screenshot galleries · Read how parameters change a sound

Read the complete Footstep walkthrough for controls, graph flow, and code.

A step on grass

The player stands in the grass lane after a grass footfall. Each step uses the Surface value to choose a material, then a short variation from that recording.
Footstep in Unity: a step on grass. The real scene controls and status readouts are visible.

The player stands in the grass lane after a grass footfall. Each step uses the Surface value to choose a material, then a short variation from that recording.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/02-Footstep/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Walk left with A until you reach the grass lane.
  3. Let at least one grass step register, then stop near the middle of the lane.

A step on stone

The middle lane uses stone footsteps. The same Sounds.Footstep key is used for all three surfaces; the parameter changes which branch supplies the sound.
Footstep in Unity: a step on stone. The real scene controls and status readouts are visible.

The middle lane uses stone footsteps. The same Sounds.Footstep key is used for all three surfaces; the parameter changes which branch supplies the sound.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/02-Footstep/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. From the center spawn, walk right a short distance with D while staying in the stone lane.
  3. Let one stone step register, then release D.

A step on wood

The player has crossed into the wood lane. Compare the surface readout with the grass and stone views.
Footstep in Unity: a step on wood. The real scene controls and status readouts are visible.

The player has crossed into the wood lane. Compare the surface readout with the grass and stone views.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/02-Footstep/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Hold D to cross the middle stone lane into the wood lane.
  3. Continue until a wood step registers, then stop.

A graph connects blocks called nodes to control a sound. The Inspector holds the event’s playback settings. The pictures below show the saved graph and settings; a full graph is an overview, so use the close views to read smaller fields.

The complete Footstep graph

Three groups prepare grass, stone, and wood variations. A surface selector chooses one group for each footfall.
Footstep in Unity: the complete Footstep graph. The graph nodes and their connections are visible.

Three groups prepare grass, stone, and wood variations. A surface selector chooses one group for each footfall.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Frame the entire graph for an overview. Use the close views on this page for small labels.

Grass variations

Four Wave Asset nodes use different start times and lengths from Footsteps_Grass. Random Clip chooses one of those short sections.
Footstep in Unity: grass variations. The graph nodes and their connections are visible.

Four Wave Asset nodes use different start times and lengths from Footsteps_Grass. Random Clip chooses one of those short sections.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the group named Grass and zoom until its Wave Asset ranges are readable.

Stone variations

The stone group follows the same pattern: several trimmed sections from one recording feed Random Clip.
Footstep in Unity: stone variations. The graph nodes and their connections are visible.

The stone group follows the same pattern: several trimmed sections from one recording feed Random Clip.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the group named Stone and zoom until its Wave Asset ranges are readable.

Wood variations

The wood group keeps its short steps together so their ranges and random selection are easy to compare.
Footstep in Unity: wood variations. The graph nodes and their connections are visible.

The wood group keeps its short steps together so their ranges and random selection are easy to compare.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the group named Wood and zoom until its Wave Asset ranges are readable.

Choose a surface, then play once

The Surface integer uses 0 for Grass, 1 for Stone, and 2 for Wood. Play Audio plays the selected step once, and its Finished output ends the event. The scene script maps its ground types to these graph values.
Footstep in Unity: choose a surface, then play once. The graph nodes and their connections are visible.

The Surface integer uses 0 for Grass, 1 for Stone, and 2 for Wood. Play Audio plays the selected step once, and its Finished output ends the event. The scene script maps its ground types to these graph values.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Choose a surface, then play once” on this page and zoom in to read their fields and connections.

See the exact trim range

Expanding Range reveals the waveform and preview controls. This grass variation plays from 1.100 to 1.630 seconds: 0.530 seconds from the longer recording.
Footstep in Unity: see the exact trim range. The graph nodes and their connections are visible.

Expanding Range reveals the waveform and preview controls. This grass variation plays from 1.100 to 1.630 seconds: 0.530 seconds from the longer recording.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the first Wave Asset in the Grass group and expand Range under it. The waveform and Play range button appear; the saved trim is unchanged.
DEV505 / SOUND LABChecked with Unity 6000.6.0f1 · Revision 746a1cc