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Post by sjmtech on Mar 31, 2017 17:16:15 GMT
Found the issue: - Invector_ShooterMelee Animator Controller - edit "OnlyArms" Animator layer > Strafe Locomotion>Strafe Movement > Upperbody Hold Weapon and replace the animations (like image above) Now also Invector_ShooterMelee has Idle weapons animation during strafe (like Invector_ShooterOnly)
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Post by sjmtech on Apr 4, 2017 9:38:34 GMT
Another test release (no shooter first/third camera swap yet). - Fix ragdoll camera issue. Download
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Post by Invector on Apr 4, 2017 14:19:26 GMT
I will make sure to add this fix into the next update, thanks sjmtech
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Post by jay1ne on Apr 8, 2017 21:07:03 GMT
Sjm, ok I'm working on setting up this camera with my project. I have a few questions. first, within the script folder there are three files. I know what swap does and the INV but what is the locket code and what is that attached to?
Also is there a particular way to set this up? Example do we use the prefab within the zip or make our own, etc..?
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Post by sjmtech on Apr 9, 2017 16:15:17 GMT
Hi, take a look at the FPCShooterSet sample scene . You can see that the FPCamera script works the same way the only requirement is :
- An Invector thirdCamera set as locked with camera component disabled and NOT set as MainCamera (there is a custom prefab "ThrdCameraShooter") (see post below)
Swap script is not for shooter yet (see post below) The other LookAtTarget script is just for the extra cameras of the demo to look at the player nothing more...you can safely leave it alone.
My advice is to prepare your scene to work with shooter template and when ready and all is working in third person you can add:
- add FPCameraFullBodyINV at your player
- create a new camera end assign it as FP camera in script .
- delete your thirdCamera and use my "ThrdCameraShooter" prefab .
Use the new version with Shooter compatibility.
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Post by sjmtech on Apr 10, 2017 10:09:08 GMT
(Update 10/04/2017) Adapted to work on all Invector Templates: - General: using custom InvectorIK by default (instead UnityIK) - Shooter: automatic instantiate "AimCanvas" at run-time (using Shooter option in inspector)
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Post by jay1ne on Apr 10, 2017 20:51:02 GMT
downloaded the latest verison and follow the instructions and add the line too 227 of the shootermanager and the 143 shootermeleeinput. I ran the demo and this is the error that I got The demo ran but I'm sure it's not suppose to run like this. I was wondering if you could help me with this? **EDIT** I now checked the lines of the error which pointed to aimcanvas. I added one to the scene and I still got the same error and the scripts say this: I don't understand what's wrong. I followed the instructions and I'm having this issue just with the demo. Any help would be appreciated Thanks
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Post by sjmtech on Apr 11, 2017 7:02:51 GMT
Hi Jay1ne, I checked now on a new project without errors. Double check your edits. You have to "replace" the lines ...not "add".
vShootermanager:
line 227 ---------------------
tpCamera.RotateCamera(horizontal, up);
replace with
if(tpCamera!=null) tpCamera.RotateCamera(horizontal, up);
vShootermeleeInput:
line 143 ---------------------
tpCamera.UpdateLockOn(false);
replace with
if(tpCamera!=null) tpCamera.UpdateLockOn(false); You don't need to add the aimCanvas ... it is instantiated at runtime. In the sample scene "FPCShooterSet" you only need to press play.
Let me know
Max
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Post by jay1ne on Apr 11, 2017 20:24:05 GMT
Thanks sjm, I got it working
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Post by sjmtech on Apr 11, 2017 20:32:33 GMT
nice to hear that. you are welcome.
In the next update i'm going to fix the (ugly) jitter of camera during jump.
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Post by sjmtech on Apr 12, 2017 8:19:16 GMT
(Update 12/04/2017) - fix jump jitter issue - code clearing and optimization
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Post by sjmtech on Apr 12, 2017 9:51:04 GMT
Corrected the download link on the first page. It is now pointing to the right package. If you have already downloaded ... Do it again !
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Deleted Member
Posts: 0
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Post by Deleted on Apr 15, 2017 1:14:32 GMT
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Post by sjmtech on Apr 15, 2017 9:05:50 GMT
You are welcome ;)
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Post by jay1ne on Apr 20, 2017 20:57:46 GMT
I have a issue I was wondering if anybody else has had and maybe has a fix or solution.
OK, I have the demo running great like it's suppose to. I followed all the steps within the instructions. My issue comes when loading in my own model. I built a character and made sure it was setup the way I wanted it (because I didn't want the same setting as demo character; doing melee shooter). I remove the vthirdperson camera, then add a FP can adding the tags and layers, then add the swap and fullbody scripts. Everything works great but while in first person the character is forced in the direction the player is facing until he runs off the terrain. Has anyone else had this issue, and is there a solution?
Thanks
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