squidonik, I will be working on a better version soon with that features and optional grounding system that makes your pet aligned to the ground of the world. You might be able to figure out a workaround in the meantime tho. :)
Actually, I have set my sights on improving the community, not going around comment sections and complaining about assets that could be similar to another creation. Go ahead and read the other comments before crying about it.
I can say that animation is where I learned the method of infinite movement by attempting to create a continuous motion based on the animation which I found could be put onto different objects outside of avatars.
My mood would be much better if I wasn't responding to all of your self-centered comments for attention. I did not originally see your question at the end of the parent message.
As for it being "self-evident", I think even you know how easy anybody could find the particle death by simply reading over the shiruken particle system and seeing what it does.
I would actually be able to provide the first place I saw the looping animation. It is in a package that I'm sure one of you has called FinalIK. "Plugins\RootMotion\Shared Demo Assets\Humanoid Animations\Walk.FBX" on the animation file.
I am going to take a wild guess and say you did not invent the looping method at all. I've seen avatars that use it to have infinite movement animations and its not exactly a hidden and unrecoverable feature either.
If you wish to request that I "get a grip", then you shouldn't care that I have uploaded any of these, same goes for your friend lendesu having a fit over crediting.
Seeing the menu that they were using is not grounds for crediting your "advanced" community and I will continue to not cite any sources except Unity which provided the features for making it.
Considering it is SETting the value that the final object needs to be, I think the naming convention works. I have seen friends in VRChat with different forms of the particle triggers, in most cases a menu prefab.
I also know I did not come up with the root motion movement, the community did, not a singular person. you simply used it in your own way to get a higher purpose out of it
I do not believe that everything I have learned is of my own self-discovery and I know the community would not be where is without the people who got it there.
On the topic of world constraints, I simply found a way to use the new constraints that Unity 2018.3.20f1 provided us to make a more stable system. If you used the same settings, then good for you.
The root motion method has been used in avatars for ages now for various purposes, which, from the words of your friend RetroGEO, would be considered "Ancient Tech" that you seem to wish to take all the credit for.
It is called making it developer friendly. If you wish to continue blatantly insulting my systems, it will be further regarded as trolling and/or personal ranting and be removed from the comments.
Just because avatars 3.0 has come out doesn't mean people will not continue to make particle trigger systems including menus and such since the current menu will become generic.
The naming conventions would most likely be similar if you even remotely thought of the function that they impose. Finally, this package is not obsolete, it is simply made for different purposes in some cases.
Good for you that you and your friends can use particles efficiently. I'm sorry that the death animation system is probably one of the only ways to make this work and you think you should receive credit for functions that unity has built in.