DEV505 / START HERE
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.
In the scene
Section titled “In the scene”A step on grass
Try this in Unity
- 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.
- Walk left with A until you reach the grass lane.
- Let at least one grass step register, then stop near the middle of the lane.
A step on stone
Try this in Unity
- 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.
- From the center spawn, walk right a short distance with D while staying in the stone lane.
- Let one stone step register, then release D.
A step on wood
Try this in Unity
- 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.
- Hold D to cross the middle stone lane into the wood lane.
- Continue until a wood step registers, then stop.
In the graph and Inspector
Section titled “In the graph and Inspector”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
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
Grass variations
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Find the group named Grass and zoom until its Wave Asset ranges are readable.
Stone variations
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Find the group named Stone and zoom until its Wave Asset ranges are readable.
Wood variations
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Find the group named Wood and zoom until its Wave Asset ranges are readable.
Choose a surface, then play once
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- 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
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/02-Footstep/Footstep.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- 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.