It works with both it's based on the melee stuff though I'm not the original creater of this add-on but I will list some of what I remember off top of my head at the moment:
On the v_car_camera_control.cs script make the namespace like below:
namespace Invector.vCharacterController
On the V_car_user.cs script put using as below:
using Invector.vCharacterController;
That should get you started but also follow others posts of line changes... Depending on what version of unity you are using you may need to remove the parts dealing with the old unity particle system or change to reference the new unity particle system. Also once you are back in the unity editor you may need to adjust the sit point a bit depending on your character model...
That's what I can remember from off top of my head at the moment
Do those changes and the changes that others have posted on previous pages and you should start driving around...
I use Unity 2018.2. Ok sjl the changes you wrote were already present in the two scripts. However, the add-on is all ok, except for the fixed position of the camera so if for example you go back with the car you see the front of the car and not the back. Too bad that no one is more concerned with the updates for this add-on could give many ideas.
Did you do this ( copied from another post)
The solution is here buddy, good luck! ;)
Oh and pls thank danielmalencar for the solution ;)
FIX TO SHOOTER MELEE 1.1.2 VERSION:
/////////////////////////////////////////////////////////////////////////////////////////////
ERROR
NullReferenceException: Object reference not set to an instance of an object
Invector.CharacterController.v_car_camera_control.LateUpdate () (at Assets/VehiclesAddOn/Core Files/scripts/InvectorPlayer/v_car_camera_control.cs:42)
///////////////////////////////////////////////////////////////////////////////////////////////
In v_car_camera_control.cs replace:
#region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregion
WITH THIS:
#region If Vehicle is not in Garage
if (this.GetComponentInParent<V_car_user>().inGarage == false && doCamOnce == false)
{
if(tpCamera==null)
return;
tpCamera.ChangeState(this.GetComponentInParent<V_car_user>().CarCameraStateSystem.inGarage_camerastate, false);
tpCamera.ChangeState(lastState, true);
doCamOnce = true;
}
#endregion
AND
REPLACE:
void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
return;
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();
WITH THIS:
void CameraInputVehicle()
{
//borrowed from Malbers invector code for his horse pro asset merge. Posted on invectors website
var Y = rotateCameraYInput.GetAxis();
var X = rotateCameraXInput.GetAxis();
var zoom = cameraZoomInput.GetAxis();