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Post by rocco on Jul 25, 2018 19:28:54 GMT
hey everyone..
I'm using the test scene of Invector melee mobile without inventory ..
if I hit the enemy with a weapon then the hand loses the weapon ond floats next to me .. can someone help me , please??
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Post by rocco on Jul 28, 2018 18:43:23 GMT
can anyone help me, please??
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Post by Invector on Jul 30, 2018 16:41:16 GMT
Make sure to set up the input to drop the weapon correctly
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Post by rocco on Jul 31, 2018 11:50:17 GMT
Make sure to set up the input to drop the weapon correctly The player loses the weapon after which he beats .. She then floats next to the player ..
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Post by Invector on Jul 31, 2018 14:39:55 GMT
Just look in the demo scene and follow the example, is your Unequip inputs disabled in your CollectMeleeControl like the demo scene?
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Post by rocco on Aug 3, 2018 11:18:41 GMT
Just look in the demo scene and follow the example, is your Unequip inputs disabled in your CollectMeleeControl like the demo scene? I have the issu in the demo scene too.
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Post by Invector on Aug 3, 2018 14:00:21 GMT
Did you modify the script? I just tested here and it's working as expected...
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Post by rocco on Aug 3, 2018 21:22:56 GMT
Did you modify the script? I just tested here and it's working as expected... I have load the last update.. 1.2.2
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Post by ceebeee on Aug 11, 2018 23:40:13 GMT
I'm see this same problem in the demo scene. I just bought this asset and it's kind of disappointing to see this kind of bug right off the bat. i.imgur.com/gOT2eGI.pngThe sword stays in place, but a couple swings of the axe against the dummy knocks it out of place on the hand every time. You can also see the shield in the ground as well, it also moves with every swing. I haven't changed a thing, I literally just bought this and ran it like 15 minutes ago. Unity 2018.2.2f1 is the unity version i'm using. vMelee_NoInventoryExample I found you don't even have to swing at the dummy, but just keep bumping into it. It's almost like the colliders are pushing the colliders of the weapon to move it out of place, which really makes no sense, as they are set to be triggers.
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Post by ceebeee on Aug 12, 2018 0:20:42 GMT
it seems it also happens with the vShooterMelee_NOInventory scene, but not with the vShooterMelee_DemoScene. It seems to only happen for the NoInventory versions. (which is of course the one I was interested in :\ )
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Post by Invector on Aug 12, 2018 12:58:45 GMT
Oh boy, looks like it's another 2018.x bug Again guys, if you want stability than stay with 2017.4 it's the most stable version of Unity today.
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Post by ceebeee on Aug 12, 2018 17:03:06 GMT
Oh boy, looks like it's another 2018.x bug Again guys, if you want stability than stay with 2017.4 it's the most stable version of Unity today. I could I guess. I literally just upgraded to 2018 yesterday. I hope eventually this asset will work with 2018 though, as I really would like to use feature it has.
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Post by ceebeee on Aug 12, 2018 17:23:16 GMT
So yes, I tried the same demos with 2017, and they work fine there. On 2017, the transform for the axe always stays at 0,0,0 On 2018, the transform changes whenever the axe collides with something: I found if after I pick up the axe, if I remove the Rigidbody on the vAxe_Collectable, the problem stops. So it's some problem with Rigidbody. Turning on "Freeze Position" on the Rigidbody once picked up seems to work also.
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Post by sectuz on Aug 13, 2018 14:55:27 GMT
Same problem, for me its happening also when I do generic action with animation. Shooter Weapon always change its transform position each time. Using 2018. Should be there some simple fix so we dont have to downgrade editor ? THanks
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Post by sectuz on Aug 13, 2018 16:29:03 GMT
meanwhile, i fixed this by calling this method onequip and ondrop
var rigy = GetComponent<Rigidbody>();
if (value) rigy.constraints = RigidbodyConstraints.FreezePosition; else rigy.constraints = RigidbodyConstraints.None;
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