I tried find how to do it here but I didnt (maybe there is a link I can be given and if not some help). I know that climbing has different set of Animator Controller (I tested with that and it can climb on a shooter template). What I want to achieve is mixing all. How should I do it ? Are there any behaviour actions for this ? a switch between animators ? How would it be best to do it ? I suppose the best way will have to be a mix so one can shoot with one hand while holding with the other
I would appreciate a fast answer so I know in wich direction to go
i found how to integrate them with the videos from YT
but there is a BUG on climbing the margin of the pool - it doesnt work on demo either >> found answer too and I am posting for newbies it seems: must press E to get out of the watter
> I made the character to transition from swimming to climbing setting the margins on the according layer. How can I make him climb the edge ? (on a cliff it works ok, but here it "climbs in place")
also, what needs to be done for a shore in order to climb it ? set a colider on the shore ?
I didint miss anything and I think you reffer to this: Make sure to: - Use the Tag "Water" - Use the Layer "Triggers" - Use a Box Collider checked with "IsTrigger" - Match the Size of the box collider to be the inside of your water, just like this pool depth/height/width.
The thing is that I am using your Pool prefab to test. And I cannot climb from inside the pool to outside it. I think it might be something with the colliders overlapping ?
I just tested the pool prefab here and it's working fine... I'm not sure how your scene is set up though, perhaps a small clip showing the issue and the prefabs would help identify the problem
I will do soon a video if I cannot solve it. I tried this: I disabled the box collider of the watter and the character is climbing the edge both sides of the border pool with the climbing actions.
When I have the water collider on and I hit the border, I can just climb a bit and after it climbes in place.
I allready told above: I want to test in the swimming pool so that I can do the same on a shore. Else, how do I get out of a sea when it is a little above see level ?
So I need coding or it can be done differently ? If i do the water collider smaller, then I do not have a splash nor I can begin swim ...
Hmmm I'm not sure if this will work out of the box, but if you want to use the FreeClimb to exit the water you can't use the Exit Trigger from the Swimming... I would recommend you to create a custom collider of your cliff to start the climbing about the same level of the water
So i should make a custom collider so when is triggered (on a shore) it switch to climbing and disables swimming ? Should I script the behaviour or can I use your conditions somehow ? (specific layer / tag ....)
I could create a public trigger like you have the exit one, set up a tag and when on hit set conditions bellow to enable/disable scripts ? Would it be better like this ?
What is happening is that we FreeClimb needs the tpInput to be disable, and we disable that component when we start climbing... but the Swimming Add-on is enabling the tpInput again because we're no longer in the water... so what you need to do is basically disable the tpInput script after a delay of 0.5f seconds, I've managed to do that using the vEventWithDelay.
So, I've added the vEventWithDelay and create 1 event to Disable the TPInput after 0.5s, and I call the method DoEvent on the OnEnterClimb Event, it looks complicated explaining, but it's actually very simple.