By the way, I think you said you were disabling/enabling the animator, that should work if your enabling and disabling a player, but whatever you do, don't try to switch animators mid play. If at all possible, try to combine them to one animator. it gets pretty unstable and in weird ways if not done this way.
Oh and it would probably be wise to make the idle state machine with trigger for each layer. It's makes for really good duct tape solution for a lot of things in the animator. It's also the only way to stop an animation that's on a different layer
archieandrews I notice that you're posting on every thread complaining about our documentation and I understand we may not cover 100% of the template features in there, but this is basic animator logic.
There are several ways to achieve what you want just by using Unity features, so please stop complaining about our product every time it doesn't do exactly what you have in mind (believe me, no asset will do that), we can't predict 100% what your game will need.
Post by archieandrews on Jul 16, 2019 15:39:51 GMT
Thanks for your message, I already humbly apologised for this so I'd appreciate that you take me down from the cross now.
I understand you're issue about my negativity whilst at the same time I feel frustrated that your product always make safe assumption we are accomplished software developers.
I am not an accomplished developer but at 56 years old I hold 2 degrees one in Engineering and one in Art plus over 40 years of wealth in senior technical experience and senior technical project management.
I am self taught in many facets of this game end development. A painful learning curve at times yes. But I do this to learn in order to do my bit for the good of history & heritage so sometimes I also get irritated when trying to solve an issue. I am a self funded indie.
I even OFFERED to pay someone to walk me through what I'm trying to learn and STILL the replies are oh its easy etc. Jeeeez!
I am a quick learner and a resume that would belittle some of you on here but I'm trying to be mature in this dialog.
I paid for your product which for the most part I really have positive views upon. However as a paying customer I find a sense of arrogance or snobbery in some of the support replies, the short and fast replies. They make assumption we are full time coders. And if we delve to ask further there's again arrogance in statements like "This is basic animator logic". I am not expecting hand holding but I would also have appreciated the likes of yourselves being aware we are not all prima donnas in this line of work yet we are trying to be productive.
Thus my tendency to complain about the lack of documentation in many ways is valid. TBH I have not had a single reply that actually solved any of my challenges. I just dug in and figured it out myself after hours and hours trying to get my head around what goes where. Simple end to end code exmaples would not take you so smart guys that long to write. They make excellent learning examples. Whereas the demos its more about reverse engineering to figure what is happening.
That is all I have ever asked for and yet still you treat me like I'm stupid. Far from it !!!
Yes my uses maybe slightly different to the usual Shoot it, Attack It, .. F*** it, Stab it .. game play (not my thing) but the principles are no different.
All I asked for was a few walkthroughs to help me better understand. The I can continue with the other 999 tasks and skills required to develop my product instead of the tiring hours trying to figure your code out.
You had my apology which I do offer with sincerity. Will you in return understand my need and relent some of that arrogance to those that genuinely need help?
BA Iillustration Concept Art
Prince 2 Practitioner
ITIL Level D
Associated Project Management Professional Level D
Andrew I'm really sorry if I sound arrogant at any moment, which I probably did and it was never my intention. I usually keep answers short and direct to the point with everyone, mostly because we're not a big company full of employs that can spend 30 minutes elaborating a very nice answer, we're just 2 devs trying to create something cool for game devs, enthusiast and students (also trying to pay our bills) and these days most of the time I spend giving you guys support rather than creating new features.
I did look again into your threads (which are quite a few) and I did provide you with answers and good examples to guide you to what you want, even when they are not template related, so I'm sorry but I'm always giving you support, some threads end up with me making the last post, usually with an answer and you never posting again.
Like you said I will not hold your hand step by step and I will never do that to anyone, We're always giving you guys directions so you guys can learn, we don't accept money from anyone to teach simple features from the template. (not that you have offered, but others have many times)
Developing Games is definitely not for everyone, and I guarantee that you will struggle A LOT on several different things yet to come, but what makes the difference is that you can either complain and keep pointing fingers or you can be creative and find alternative solutions to your issues.
I don't think you're stupid at all, in fact, I really like your project and even showed to my partner because we really like to see projects that are different and creative.
So let's start this conversation again with a new posture, regarding your question like I said there are several ways to do this, from the top of my head I can recommend you to use the LockMovement from the Controller to stop the character movement, you could force to stop in the animator, but don't forget that there is a CharacterController that controls your character, so even if you stop the animation, the brain is still moving.
Post by archieandrews on Jul 16, 2019 16:47:36 GMT
Appreciate your reply and prefer to be on civil terms. Its also insight to know how small your team is .. I totally understand the demand you guys have.
Yes I think I have a creative project that compliments your controller well so I'd like to see a success that reflects us all.
In this instance I did a workaround, I copied and edited your vTriggerChangeCameraState script to uses OnEnable and OnDisable to swap the cameras. I then enable or disable that script object via my Talking Controller script (this script provides a kind of tour guide controller in which I talk into a mic (with pitch shifted audio) whilst operating the mouses mouth and head & eyes). I struggled to work the other method. Anyway it works fine for me.
My next challenge is smooth transitions per my most recent question LOL
That's nice to hear, one of the best decisions we've made was to implement Events everywhere, they are pretty useful and sometimes you don't need to code at all. You can find other generic useful tools in the tab Invector > Utils