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Post by ejlnmusic on Jul 7, 2018 7:46:07 GMT
Hi, before this function was executed instantly now it has delayed as if it triggers only when death animation is finished playing. Is there a way to trigger removal immediately upon death as now AI is playing death animation and if I move the player forward it pushes AI while the animation is playing. A sample of it happening: gyazo.com/86973e451b9bfbde4bdc8715065feefe
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Post by ejlnmusic on Jul 7, 2018 23:10:30 GMT
Anyone?
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Post by ejlnmusic on Jul 8, 2018 18:10:34 GMT
Yes, i tried all possible ways known to me and it just canĀ“t get it done, if i remove on the start of animation character freeze, intercepting does not work either. In AI animator whatever I do it just freeze AI character on death, it removes components but a character is frozen....any help much appreciated.
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Post by Legion on Jul 8, 2018 18:41:30 GMT
We have never taken a look at that script, but did you notice if there is any coroutine to disable the physics? If there's one, simply change the wait value to 0 or remove it.
Or change the tag of the dead enemy to a tag without collision with the player by adding this.gameObject.tag ="Whatever"; in OnDead.
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Post by ejlnmusic on Jul 9, 2018 17:30:08 GMT
Thanks, no coroutines regarding that but layers work just fine. Thanks!
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Post by Invector on Jul 10, 2018 13:12:35 GMT
You could simply call the IsTrigger in the collider to pass through and IsKinematic in the Rigidbody using the OnDead Event
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Post by newbie on Jul 15, 2018 0:17:49 GMT
"Bool isTrigger" ? and "Bool isKinematic?" or do i need to check those two in the collider and Rigibody and trigger event on dead? why it isn't working i try to kill enemy and there body doesn't gone
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