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Post by rh4invector on May 24, 2020 18:18:38 GMT
In the new inventory screen, what aspects control the character preview? When I make a custom character from scratch, I can't figure out how to get my character to appear in the pause screen. It only happens with certain characters I have. Is it a problem if I create a character from a Prefab instead of an FBX file? I've tried changing Labels and Tags, such as changing to "Ignore Raycasting" - but nothing's working. The original Invector character is showing up properly in the pause screen. Also, my project file is using Universal Render Pipeline. 
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theyak
Junior vMember

Posts: 38
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Post by theyak on May 24, 2020 23:11:37 GMT
Hi, It uses a Camera View in the Inventory Screen, In the Inventory there is Inventory_CameraPreview, play around with that, EDIT** Check out the ShooterMelee Demo Scene, 
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Post by rh4invector on May 25, 2020 19:24:04 GMT
Thanks, I played around with that... still no luck. @invector, do you have documentation on the new inventory and how it works? Not sure what to look into, about why some of my custom made characters appear in the inventory preview while others don't...
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Post by uberwiggett on May 27, 2020 1:19:27 GMT
so there is a rendering camera in there for the character, check that your player mesh is the same layer as what the camera is trying to render
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Post by Invector on May 27, 2020 14:20:11 GMT
Thanks, I played around with that... still no luck. @invector, do you have documentation on the new inventory and how it works? Not sure what to look into, about why some of my custom made characters appear in the inventory preview while others don't... Make sure that your Inventory prefab is positioned at 0, 0, 0 inside your character. You may need to adjust the camera position depending on your character height/size as well, but it's pretty straightforward
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Post by jameslayeraz on Jul 13, 2020 9:05:42 GMT
how to calculate a damage type with custome scripts? for example i have a scripts that have a Element type for diferrent magicprojectile but i need to calculate damage of Element that attack to enemy in my enemy they all have a Element scripts to custome a Element type Which what I want to do is Allowing it to calculate the value of each allergic element that is different, such as fire, water, earth and fire.  
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Post by matt19811 on Oct 1, 2020 15:20:53 GMT
I'm trying to create a spawner system and I'm having problems with instantiating but moving the enemies works good until the enemies are dead. I hear that all I have to do is add health to them, how do I do that with script? If this is answered here I think it will help hundreds of people, thanks. using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Invector.vCharacterController;
public class GameController : MonoBehaviour
{
public GameObject Player, Enemy1, Enemy2, Enemy3, Enemy4, Enemy5, Enemy6, Enemy7, EnemySpawnPoint;
private GameObject Enemy, EnemySpawn, PlayerPos, Enemy1Pos, Enemy2Pos, Enemy3Pos, Enemy4Pos, Enemy5Pos, Enemy6Pos, Enemy7Pos;
public float CurrentHealth, Enemy1Distance, Enemy2Distance, Enemy3Distance, Enemy4Distance, Enemy5Distance, Enemy6Distance, Enemy7Distance;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame` `
void Update()
{
Vector3 PlayerPos = Player.transform.position;
Vector3 Enemy1Pos = Enemy1.transform.position;
Vector3 Enemy2Pos = Enemy2.transform.position;
Vector3 Enemy3Pos = Enemy3.transform.position;
Vector3 Enemy4Pos = Enemy4.transform.position;
Vector3 Enemy5Pos = Enemy5.transform.position;
Vector3 Enemy6Pos = Enemy6.transform.position;
Vector3 Enemy7Pos = Enemy7.transform.position;
Vector3 EnemySpawn = EnemySpawnPoint.transform.position;
Enemy1Distance = Vector3.Distance(Player.transform.position, Enemy1.transform.position);
Enemy2Distance = Vector3.Distance(Player.transform.position, Enemy2.transform.position);
Enemy3Distance = Vector3.Distance(Player.transform.position, Enemy3.transform.position);
Enemy4Distance = Vector3.Distance(Player.transform.position, Enemy4.transform.position);
Enemy5Distance = Vector3.Distance(Player.transform.position, Enemy5.transform.position);
Enemy6Distance = Vector3.Distance(Player.transform.position, Enemy6.transform.position);
Enemy7Distance = Vector3.Distance(Player.transform.position, Enemy7.transform.position);
if (Enemy1Distance >= 200F)
{
Enemy1.transform.position = EnemySpawn;
if (GetComponent<vCharacter>() != null)
{
// CurrentHealth = GetComponent<Invector.vCharacter>().currentHealth;
Enemy1.ChangeHealth((int)100);
}
}
if (Enemy2Distance >= 200F)
{
Enemy2.transform.position = EnemySpawn;
}
if (Enemy3Distance >= 200F)
{
Enemy3.transform.position = EnemySpawn;
}
if (Enemy4Distance >= 200F)
{
Enemy4.transform.position = EnemySpawn;
}
if (Enemy5Distance >= 200F)
{
Enemy5.transform.position = EnemySpawn;
}
if (Enemy6Distance >= 200F)
{
Enemy6.transform.position = EnemySpawn;
}
if (Enemy7Distance >= 200F)
{
Enemy7.transform.position = EnemySpawn;
}
}
}
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Post by arkanis on Feb 17, 2021 20:20:45 GMT
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Post by mattis on May 30, 2023 17:33:08 GMT
I made a custom weapon, and in the updated inventory, it's invisible (where you see the character). It equips correctly and everything in game, but for some reason I can't see it in the inventory animation. Any ideas? Has anyone else ran into this?The answer to this is: You need to make sure your weapon (including the object itself) has the layer set to Ignore Raycast.Ofcourse.. I had this issue also... But still not visible in holster..
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lobo
New vMember
Posts: 4
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Post by lobo on Oct 16, 2023 5:45:45 GMT
D Pads not working
Hey everyone,
So, the D pads no longer work with the newest versions of Unity, and any characters cannot use the D pads to control weapons, shields, and consumables. But on a keyboard, the arrows work still very well to do that. It is only not working on a gamepad.
I thought perhaps it was my gamelan so I tried it and played many games and the D pads work just fine on my gamepad.
Any of you know why the D Pads no longer work at all or any of you have the same problem with a solution? Thanks.
Lobo
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