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Post by hamzah on Mar 20, 2017 4:33:40 GMT
Hey Invector, I know you guys are busy but can you just build an apk demo just like the windows build you attached above to try out on the devices. It will be really helpful.
Thankss
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Post by Invector on Mar 20, 2017 14:35:44 GMT
I don't think this warrants a thread of its own, but I found a tiny thing to nitpick about. This only appears in the shooterMelee demo scene and when using the shooterMelee controller. When the character moves forward and jumps there is a tiny pause after he lands, in other demo scenes and with other controllers the transition from landing to moving again is smoother. And yes shooter addon is great and awesome. wuuuut I was pretty sure that we fix that before release, anyways it's really simple just go into the animator > airborne > falling and uncheck the "Has Exit Time" option from the Falling to Locomotion transition. having a hard time with getting my custom weapons working. I followed the tutorial but no luck my weapon drops to the ground and the ik is messed up Hmmm there is no secret at all, it's pretty much what I show on the video... make that you select the prefab WITH inventory, because if you select the prefab without inventory the process is a little different, the collectable weapon without inventory have rigibody and physics and there is a script to turn it off/on.
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Post by uberwiggett on Mar 21, 2017 11:57:22 GMT
wuuuut I was pretty sure that we fix that before release, anyways it's really simple just go into the animator > airborne > falling and uncheck the "Has Exit Time" option from the Falling to Locomotion transition. confirmed working solution
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Post by jgiroux on Mar 21, 2017 21:18:02 GMT
Hey Invector Team.
*EDIT* FIXED (see solution below, keeping original question though for archive Q/A)
Been playing with the shooter template and its really perfect. a few tweaks and its exactly how I had hoped, and in some ways even better.
I do have an issue however that I cannot seem to find an answer for.
im trying to have both melee and shooter weapons, and from your demo I see that its quite possible, but when trying to do so with my own assets, the melee weapons always become children of the DefaultPoint holder on my players right hand.
I see in demo you have meleepoint as a transform, which I duplicated. I can also see that the vAxe which I am using for testing purposes has its reference in the item as meleepoint
but it still gets childed to the default transform so I am unable to adjust its positioning because it will mess up the shooter weapons.
am I missing a step somewhere or a setting I am missing? sorry for the question. But ive been searching for a few days now and just cant see it for some reason.
no alteration to invector code has been edited/changed.
a) weapon equip name is same as transform name childed under RightHand of my player model b) scripts between your working one and mine seem identical, or am I blind..lol. c) weapon still gets equipped under default rather than the named one.
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Post by Legion on Mar 21, 2017 21:33:08 GMT
I don't upgrade my Template yet, but maybe the issue is with the tags/layers? In video both equip points have different tags/layers.
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Post by uberwiggett on Mar 21, 2017 22:58:55 GMT
I've had the problem too, ive never been able to get the non defaukt equip points to work, assumed I was missing a step. What i did to combat it was change the transform of the child object for the weapon, so it was off set to the main pivot on the default point. It was a bit tedious and the more items you have the blurst it gets. But yeah even between the shooter weapons there is some disparate connection points when adjusting the default point (pistol and shotgun don't sit right, it's one or the other or neither).
Edit: jgiroux, on the item manager there is a section there for "custom equip points" where you need to identify the custom transforms. I've struggled with getting it to work but give it a go. I think there was a tutorial video on it from 1.3 melee
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Post by Invector on Mar 21, 2017 23:38:43 GMT
Make sure that you add the meleeEquipPoint into the Equip Points of the ItemManager
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Post by jgiroux on Mar 22, 2017 2:28:51 GMT
Make sure that you add the meleeEquipPoint into the Equip Points of the ItemManager That was *exactly* what I needed to do Thank you SO much for the quick response!
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Post by kerrmedia on Mar 22, 2017 17:10:41 GMT
I could not get any weapons selected in the demo. They are in the inventory. Looks great though.
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Post by hermolenda on Mar 22, 2017 18:26:10 GMT
When shooter template will be available on assetstore?
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Post by Invector on Mar 22, 2017 18:41:38 GMT
I could not get any weapons selected in the demo. They are in the inventory. Looks great though. You need to equip them through the inventory. When shooter template will be available on assetstore?
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Post by hermolenda on Mar 22, 2017 20:04:52 GMT
And whats with updates on vstore?? (i never use it)
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Post by rbm on Mar 23, 2017 7:42:06 GMT
is there any plan to make new weapon Wizard like what we have in Third person melee combat?
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Post by Invector on Mar 23, 2017 13:30:33 GMT
And whats with updates on vstore?? (i never use it) You will receive email notifications about updates 5~10 days faster then the assetstore. is there any plan to make new weapon Wizard like what we have in Third person melee combat? Take a look into this tutorial:
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Post by hamzah on Mar 24, 2017 5:49:44 GMT
Hey Invector, I know you guys are busy but can you just build an apk demo just like the windows build you attached above to try out on the devices. It will be really helpful. Thankss Hey, Invector I requested this before. I know u guys are busy but please can you provide an apk version of this shooter. Thanks
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