Any chance to get "Align to the surface" feature so that character would be able to walk on walls and curved surfaces?
Hmm it's not so simple for a Rigidbody Physics driven character controller, we have to create custom gravity, jump, etc... I will try some experimentation though... let's see if we can get something
A function which assigns and generate all the at Initiation created GameObjects and references form ground up again for a Humanoid Rig on the character... currently switching rig and I experienced this problem quite a lot that objects are missing on the new rig and transforms are not assigned anymore, so a RebuildReferences() function for all Invector scripts would be great.
Edit: The Script references are still there but for example rebuild the "aimAngleReference" GameObject in the vShooterMeleeInput script and other things like this
When you get the new Inventory System updated, a good thing to show is the integration of Inventory Pro. I think that would strength your asset as it opens up a lot of areas that the Shooter template and FSM assets do not have.
Here is a rough prototype W.I.P. of the new Inventory UI, about 50% done - new class called MasterWindow which allows more possibilities to create custom windows and popups - support to TextMeshPro - animated transitions between pages - vFadeCanvas to control fade on canvas groups - new Icons (not final) - character preview in real time, animated even if the game is paused
Here is a rough prototype W.I.P. of the new Inventory UI, about 50% done - new class called MasterWindow which allows more possibilities to create custom windows and popups - support to TextMeshPro - animated transitions between pages - vFadeCanvas to control fade on canvas groups - new Icons (not final) - character preview in real time, animated even if the game is paused
Now Its look like pizza with pepperoni. Looks way better then now. Just make like that we can easily customize it.