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Post by hamzah on Jul 20, 2017 5:45:25 GMT
So I posted this video on youtube to demonstrate that it is possible to integrate the above mentioned assets from the Unity Asset store. The most intriguing implementation was integrating Inventory Pro with Invector's TPS. This took some time, and a lot of refactoring, but eventually got it to the stage you see in the video. FYI both Invector's inventory and Inventory Pro are running in the background, I've just arranged it so the two work together. The tricky part is to where to add code to both assets so that the bullets are synced and the swapping of weapons, cause both UI's are running. This was my only way I felt possible to utilize both asset code without over refactoring either code classes. Basically you just got go for it brake something then delete, reinstall and go again until something works?.. Just remember to back up code that worked on notepad or something similar, always good for reference. This is jaw dropping. Amazing work bro. :D
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Post by Invector on Jul 20, 2017 15:12:34 GMT
i have questions in animator controller what's difference between shooter and shooter mobile ?? why there is no shooter and melee mobile ? what if i want to use both for mobile ? thanks You can use the shooter melee controller on mobile, the only difference is a strafe moveset that I change because it looks better on mobile
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Post by rbm on Jul 21, 2017 18:26:48 GMT
I think there is problem with mixamo fuse characters ! changing gun position , Left hand IK works some times but the right hand is not in correct position ! full size this videos shows riffle problem I did as you said in video
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Post by johnlanz on Jul 22, 2017 12:37:26 GMT
hey rbm, I'm also using mixamo fuse characters and I don't have any problem at all with IK. Are you sure you followed the shooter tutorial step by step? Although @invector I was having an issue with Concrete tag, as you see in the video the bullets keeps bouncing back to the character
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Post by Invector on Jul 22, 2017 14:25:28 GMT
rbm We already test several characters from mixamo and didn't find any issues, make sure you followed every step from our tutorials. johnlanz take a look into the new Bullet Life Settings, and uncheck the option Ricochet for the tags you don't want
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Post by johnlanz on Jul 23, 2017 1:53:18 GMT
Wow... Wish I can use this in casting spell. It would be awesome.
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Post by shadex on Jul 23, 2017 6:23:40 GMT
So I posted this video on youtube to demonstrate that it is possible to integrate the above mentioned assets from the Unity Asset store. The most intriguing implementation was integrating Inventory Pro with Invector's TPS. This took some time, and a lot of refactoring, but eventually got it to the stage you see in the video. FYI both Invector's inventory and Inventory Pro are running in the background, I've just arranged it so the two work together. The tricky part is to where to add code to both assets so that the bullets are synced and the swapping of weapons, cause both UI's are running. This was my only way I felt possible to utilize both asset code without over refactoring either code classes. Basically you just got go for it brake something then delete, reinstall and go again until something works?.. Just remember to back up code that worked on notepad or something similar, always good for reference. Any plans on releasing the inventory pro integration? How did you get it to work?
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Post by rbm on Jul 24, 2017 12:31:30 GMT
rbm We already test several characters from mixamo and didn't find any issues, make sure you followed every step from our tutorials. watch this and tell where I was wrong !
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Post by tharindu on Jul 24, 2017 12:44:00 GMT
rbm We already test several characters from mixamo and didn't find any issues, make sure you followed every step from our tutorials. watch this and tell where I was wrong ! Before you go offensive. Watch the videos again. Where's your ragdoll ?
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Post by sickscore on Jul 24, 2017 12:46:35 GMT
Did you add the ragdoll component? Invector > Basic > Components > Ragdoll EDIT: too slow :/
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Post by Invector on Jul 24, 2017 13:47:14 GMT
rbm first rotate the handler, once you have the ideal height, then use the transform position like I did on the tutorial ;)
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Post by rbm on Jul 24, 2017 13:52:58 GMT
rbm first rotate the handler, once you have the ideal height, then use the transform position like I did on the tutorial ;) yes ! very stupid problem ! I should first rotate ! thanks for your help guys !
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Post by tharindu on Jul 24, 2017 16:48:09 GMT
rbm first rotate the handler, once you have the ideal height, then use the transform position like I did on the tutorial ;) yes ! very stupid problem ! I should first rotate ! thanks for your help guys ! don't forget the ragdoll either ;)
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Post by rbm on Jul 25, 2017 18:45:43 GMT
sorry for asking to much questions! watch this please ! Update 1 : I found out that the walk animation is playing but character is not moving also in animation preview character is stuck in his position! in other Default animations character moves ! (sorry for my english) Update 2 : Problem was from animation ! But still my character is above the ground !
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jacob
New vMember
Posts: 10
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Post by jacob on Jul 25, 2017 22:21:33 GMT
Take a look at the Animation Clip Inspector for your Zombie walk animation, specifically its Root Transform Position (XZ)
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