theyak
Junior vMember
Posts: 38
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Post by theyak on May 25, 2020 5:20:43 GMT
Press Z to Use Scope
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Post by Invector on May 25, 2020 12:37:22 GMT
Hi Invector, Getting a lot of errors on latest update from Asset Store - 23-5-2020. Imported into a fresh project. Those aren't errors, just warnings... hit the clear button and it's good to go
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Post by axbaby123 on Jun 2, 2020 21:16:22 GMT
Does anyone else notice that InVector 2.5.2 is harder on Frame per Second then 2.5.0. I've lost a lot of fps with the last 2 updates on demo scenes and my project 2019.3.(3-14) HDRP.
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Post by Invector on Jun 3, 2020 16:04:09 GMT
Does anyone else notice that InVector 2.5.2 is harder on Frame per Second then 2.5.0. I've lost a lot of fps with the last 2 updates on demo scenes and my project 2019.3.(3-14) HDRP. Check your console window to see if there is any warnings going on a loop, this can cause several fps drops
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Post by deidrereay on Jun 5, 2020 19:54:16 GMT
Looking at this for a few hours and Seemingly not able to access defense weapons... Does anyone else have this problem???
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Post by axbaby123 on Jun 11, 2020 22:37:04 GMT
Does anyone else notice that InVector 2.5.2 is harder on Frame per Second then 2.5.0. I've lost a lot of fps with the last 2 updates on demo scenes and my project 2019.3.(3-14) HDRP. Check your console window to see if there is any warnings going on a loop, this can cause several fps drops I finally have InVector 2.5.2 "210 fps" running as fast as 2.5.0 "210 fps" after dozens of new HDRP projects with only InVector TPS 2.5.2 and the demo scenes on all Versions of 2019.3...
I took a chance on Unity 2019.4 LTS and like magic everything is fast and perfect again.
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Post by deidrereay on Jun 11, 2020 22:50:33 GMT
nice !
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Post by owlandfox on Jun 29, 2020 14:02:18 GMT
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Post by Invector on Jun 29, 2020 15:50:07 GMT
Set the bowhandler into the custom handlers of the right arm, it's a way to equip the bow in the right arm keeping the same 'attack' weapons all equipped in the first row of the inventory, and the second row is used for defense weapons.
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Post by owlandfox on Jun 30, 2020 11:43:04 GMT
OK that worked. Now arrows do not seem to be damaging enemies. likewise FSM AI shooter enemy with bow does not cause damage to me. Arrows do not collide with characters?
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Post by Invector on Jun 30, 2020 13:03:11 GMT
OK that worked. Now arrows do not seem to be damaging enemies. likewise FSM AI shooter enemy with bow does not cause damage to me. Arrows do not collide with characters? Check your layers in the ShooterManager DamageLayer, it must match the layer of your target.
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Post by owlandfox on Jun 30, 2020 13:22:19 GMT
OK that worked. Now arrows do not seem to be damaging enemies. likewise FSM AI shooter enemy with bow does not cause damage to me. Arrows do not collide with characters? Check your layers in the ShooterManager DamageLayer, it must match the layer of your target. Layers now set correctly, damage does occur but only if arrow hits a very specific small part of enemy body. Damage should occur when hitting anywhere on enemy.
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Post by Invector on Jun 30, 2020 14:36:52 GMT
Check your layers in the ShooterManager DamageLayer, it must match the layer of your target. Layers now set correctly, damage does occur but only if arrow hits a very specific small part of enemy body. Damage should occur when hitting anywhere on enemy. Check the shooter demo scene, there is a enemy set up there and to make it more precise we use the colliders from the Ragdoll using the layer "BodyPart" to hit instead of the main Capsule Collider with the layer "Enemy"
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Post by owlandfox on Jun 30, 2020 15:34:20 GMT
Collision seems a little better on shooter demo at least but unless stood in a very certain position all arrows just bounce off the demo enemy causing no damage?
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Post by owlandfox on Jun 30, 2020 17:04:31 GMT
Layers now set correctly, damage does occur but only if arrow hits a very specific small part of enemy body. Damage should occur when hitting anywhere on enemy. Check the shooter demo scene, there is a enemy set up there and to make it more precise we use the colliders from the Ragdoll using the layer "BodyPart" to hit instead of the main Capsule Collider with the layer "Enemy" OK I figured it out, seems my AI enemies were not created with ragdoll components. Added this and it works great! Another issue now is I have another enemy type on scene which I need to create a ragdoll for but it needs middle spine assigning. When trying to drag the spine or select from menu it wont add it into the hierachy. What could be the reason for this? Is there another way to create a ragdoll?
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