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Post by sjmtech on Jul 17, 2018 19:14:51 GMT
Thanks! In every new update the integration is always easier and faster!
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Post by sjmtech on Aug 10, 2018 10:37:35 GMT
(Update 10/08/2018) - added 4 preconfigured sample scenes for AIController users.
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Post by sjmtech on Sept 14, 2018 15:18:50 GMT
(Update 14/09/2018) - updated to inVector Template Basic/Melee 2.3.3 & Shooter 1.2.3 - added preconfigured StealthKill scene (new free Invector Add-on).
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Post by kiwihawk on Sept 22, 2018 21:26:51 GMT
Kia ora
Bless you for offering these tools free, hoping I can get it working as a no programer, took me a bit to find I installed what needed to be installed lol
Edit after installs
Saving lots of posts
This is the reason I walked away from Unity in the first place, clean 2017.4.11f1 install, installed Ivector, installed the download I have of this add-on, don't know if it's the latest it's the only link in the whole thread that works
Unity is really off putting in as must you spend so much time fixing before you get to do anything
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Post by sjmtech on Sept 23, 2018 14:28:02 GMT
Hi, no programming knowledge is needed (Unity knowledge is required of course) if your goal is to use default features. You need to download the last version of Invector template (locomotion/melee 2.3.3 or Shooter 1.2.3)and all errors should go away.
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Post by rasto61 on Oct 3, 2018 13:59:09 GMT
vThirdPersonInput LateUpdate->UpdateCameraStates()
Could you please change the camera swap so that it activates/ deactivates a TP camera instead of create and destroy? vThirdPersonInput.LateUpdate.UpdateCameraStates contains FindObjectOfType if tpCamera is null and I get quite a lot of time spent per frame here when in FP mode. There might be a problem with keeping the camera around, but so far I have not noticed any issues when I made the change to activate/deactivate instead of create/destroy.
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Post by sjmtech on Oct 3, 2018 14:32:23 GMT
hello rasto61, now the system is done to avoid changing, as little as possible, the invector code and at this moment the only way to switch between the two cameras is destroying the third camera because until the template continue to find it ... makes referance to it (and not to the fpCamera).
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Post by rasto61 on Oct 3, 2018 16:49:30 GMT
hello rasto61, now the system is done to avoid changing, as little as possible, the invector code and at this moment the only way to switch between the two cameras is destroying the third camera because until the template continue to find it ... makes referance to it (and not to the fpCamera). Hi, thats a problem. Im seeing a hit of 5+ ms because of this, which is quite significant. Nothing seems to break when I change it to enable/disable. What are the places that don't work as they should as a result doing it this way?
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Post by sjmtech on Oct 3, 2018 20:16:04 GMT
mmm ... in the past there were many problems but I do not know in the latest versions. Invector has made many changes replaceing referanceing to tpCamera with MainCamera in his code to make life easy to plug-ins and integrations . Yo can try yourself adding a thirdCamera prefab (disabled) in the scene and play with FpCamera to see if all workin for you. In my Swap code should be easy to replace "Instantiate/Destroy" with "SetActive(true/false)". Probably the main issue could focus to shooter/aim logic but i need more testing .
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Post by rasto61 on Oct 4, 2018 9:17:47 GMT
mmm ... in the past there were many problems but I do not know in the latest versions. Invector has made many changes replaceing referanceing to tpCamera with MainCamera in his code to make life easy to plug-ins and integrations . Yo can try yourself adding a thirdCamera prefab (disabled) in the scene and play with FpCamera to see if all workin for you. In my Swap code should be easy to replace "Instantiate/Destroy" with "SetActive(true/false)". Probably the main issue could focus to shooter/aim logic but i need more testing . So another thing that can be done is add a static flag to your code to expose the current mode, and then add an if statement in the vShooterMeleeInput and vThirdPersonInput CheckCameraStates and skip it entirely if we're in first person mode.
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Post by sjmtech on Oct 4, 2018 9:45:13 GMT
Yes, but I don't think that is something should be checked by Invector code. Probably could be easier to add a public bool like "useCustomCamera" by Invecror template side and call it from fpCamera when enabled ad use it to bypass all referance to tpCamera (instead now by tpCamera null).
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aymn
Junior vMember
Posts: 37
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Post by aymn on Oct 6, 2018 13:31:13 GMT
hi guys >>> how to make full body awareness ???!!!
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Post by sjmtech on Oct 6, 2018 13:58:56 GMT
Third person has of course the full body awareness becouse you see the player body then invector template gives you that funcionality. If you are looking for a First person perspective this plugin is perfect for you becouse create the First Camera perspective over Invector template without looseing the full body awareness. I did it exactly for this purposes. If you have Invector Template just add this add-on and try the included scenes to see if it is what you are lookong for.
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aymn
Junior vMember
Posts: 37
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Post by aymn on Oct 6, 2018 19:39:19 GMT
Third person has of course the full body awareness becouse you see the player body then invector template gives you that funcionality. If you are looking for a First person perspective this plugin is perfect for you becouse create the First Camera perspective over Invector template without looseing the full body awareness. I did it exactly for this purposes. If you have Invector Template just add this add-on and try the included scenes to see if it is what you are lookong for. yes invector has full body awareness … and I did exactly what u say by adding this add-on on Shooter template but when I turn the camera to max angle right or left the hole body turn with me that what I don't want … if I made mistake please tell me how to fix it
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Post by sjmtech on Oct 6, 2018 21:02:50 GMT
Yes, is the way as it work! (also in real life) Full body awareness is an addition to the normal free look camera ... the classic FPS mode. In normal FPS you can move the mouse (horizontal axis) and the camera turns around without angle limits. I'm not understand complectly what you want to achieve... if the camera stops at the max angle ... how do you think to rotate the body?
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