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Post by narrenschlag on Oct 25, 2018 11:42:45 GMT
Hey together! I wanted to intergrate the Horse Animset Pro Controller. So far so good. > But the camera shakes with every step of the horse > and after a few seconds it starts to rotate the rider around the horse.
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Post by narrenschlag on Oct 25, 2018 12:22:01 GMT
Here is a screenshot of the horse turnbug I already mentioned:
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Post by Invector on Oct 26, 2018 19:46:15 GMT
Here is a screenshot of the horse turnbug I already mentioned: complicated to say what can be happening without seeing how you are programming
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Post by narrenschlag on Oct 26, 2018 22:25:33 GMT
I haven't changed anything at the code. Just imported invector shooter template and horse animsetpro. After jumping or a little time the player starts to change his position on the horse.
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Post by narrenschlag on Oct 27, 2018 12:26:42 GMT
I fixed it by myself. I wrote a script which constantly sets the player postition to the mountpoint. You can use it for free:
################################################################## using System.Collections; using System.Collections.Generic; using UnityEngine;
//made by Narrenschlag Games in Germany
public class mountPointChecker : MonoBehaviour {
[HideInInspector] public Transform Rider; [HideInInspector] public Vector3 RiderMountTransform; [HideInInspector] public bool riderSaved; [HideInInspector] public bool isRiding;
void Start() { Rider = this.gameObject.transform.GetChild(0); }
void Update() { if(Rider == null) { Rider = this.gameObject.transform.GetChild(0); } else if(Rider != null && !riderSaved && isRiding) { RiderMountTransform = Rider.position; print("Rider saved: " + Rider.gameObject.name); riderSaved = true; }
if(riderSaved && isRiding) { Rider.position = this.transform.position;//RiderMountTransform; } }
public void StartRiding() { isRiding = true; }
public void EndRiding() { isRiding = false; } }
##########################################################################
Instructions: 1. Set this script to the mountpoint GameObject. 2. Set the StartMount and EndMount to the Events in the Horse Riding Controller.
That's all.
Have nice day
Max
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Post by uberwiggett on Oct 28, 2018 1:03:22 GMT
is this the latest version of HAP? also did you use the integration package from the other thread?
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Post by narrenschlag on Nov 6, 2018 15:31:05 GMT
is this the latest version of HAP? also did you use the integration package from the other thread? yes
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mik56
Junior vMember
Posts: 39
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Post by mik56 on Dec 8, 2018 21:12:46 GMT
I have the same problem with the rider not staying on the horse. Can you explain a little more about how to use your script?
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Post by malbers on Jan 30, 2019 3:02:03 GMT
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noir
Full vMember
Posts: 57
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Post by noir on Aug 15, 2020 14:42:49 GMT
This is what I get:
Assets\Malbers Animations\Horse AnimSet Pro\Integrations\Invector\Melee\InvectorHAPLinkMelee.cs(197,35): error CS1061: 'vEquipArea' does not contain a definition for 'currentEquipedItem' and no accessible extension method 'currentEquipedItem' accepting a first argument of type 'vEquipArea' could be found (are you missing a using directive or an assembly reference?)
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Post by manwitch on Aug 16, 2020 3:19:49 GMT
This is what I get: Assets\Malbers Animations\Horse AnimSet Pro\Integrations\Invector\Melee\InvectorHAPLinkMelee.cs(197,35): error CS1061: 'vEquipArea' does not contain a definition for 'currentEquipedItem' and no accessible extension method 'currentEquipedItem' accepting a first argument of type 'vEquipArea' could be found (are you missing a using directive or an assembly reference?) Try adding another "p" to currentEquipedItem... so it looks like this currentEquippedItem.
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