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Post by System Six Games on Dec 11, 2019 1:45:09 GMT
I'm having issues with the Jumping after the newest update. I believe that because I'm using the Root Motion of all animations that it's not allowing me to use the "jumpWithRigidbodyForce" bool correctly. If anyone has any tips to combat this situation, I would be grateful!
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Post by Invector on Dec 11, 2019 12:59:20 GMT
Can you post a video showing the behavior and explain what behavior would you like to achieve?
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Post by System Six Games on Dec 11, 2019 14:38:22 GMT
Video LinkI want the player to be able to jump forward by using the rigidbody's momentum, and I don't want the player to be able to move in the air, so I have that bool unchecked. The problem I'm having is that the player jumps straight up because the Use Root Motion bool for locomotion is checked. The only reason I have the Root Motion bool checked is because I want it to be as fluidly "realistic" as possible without having to custom input float values for each movement speed.
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Post by Invector on Dec 11, 2019 15:19:57 GMT
Hmm I see, usually when checking the "UseRootMotion" option, your character will be driven completly by root motion and that includes the Jump, but you can add a simple condition in the vThirdPersonController script, method ControlAnimatorRootMotion()
if (useRootMotion && !isInAirborne) MoveCharacter(moveDirection);
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Post by System Six Games on Dec 11, 2019 16:15:20 GMT
Ok, thank you. I'll update it now and let you know if that's the perfect fix.
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Post by System Six Games on Dec 12, 2019 13:56:31 GMT
That change didn't affect the jumping distance. To be honest, I'm not sure what it changed. The character still jumped straight into the air. I'm using the default jumps in the Basic Movement pack aswell. Both the "Jump With Ridgidbody" and "Use Root Motion" bools are checked and I changed some of the locomotion float values to see if that would add anything to the forward velocity. My Mass is set to 73.0284 with a Drag of 1.2 and an Angular Drag of 0.05.
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lara
New vMember
Posts: 7
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Post by lara on Dec 13, 2019 14:47:12 GMT
I have a different jump issue.
I am using a blank new project / unity 2019.3.04b Fresh invector shooter template install.
Using the melee / no inventory base scene, I've created a small block-out scene with a few tiers.
When you fall to a lower tier I get damage. Which is nice. But each time you jump there is damage again. It seems the fall damage does not get reset.
Can someone confirm or elaborate?
Thanks Lara
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Post by System Six Games on Dec 19, 2019 22:07:05 GMT
I have a different jump issue. I am using a blank new project / unity 2019.3.04b Fresh invector shooter template install. Using the melee / no inventory base scene, I've created a small block-out scene with a few tiers. When you fall to a lower tier I get damage. Which is nice. But each time you jump there is damage again. It seems the fall damage does not get reset. Can someone confirm or elaborate? Thanks Lara No one? Not even Invector? No, I haven't had that kind of problem. All I kind think of is a wrong tag added to an object or something like that.
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Post by uberwiggett on Jan 11, 2020 23:33:15 GMT
I'm in the same boat, fiddling with it yesterday I noticed that root motion only plays the jump animation as it is, which is upward. I'm pretty sure in past versions root motion allowed some forward force but I think the newer versions completely removed the character movement from root motion. I'll try that code snippet above and see if I can fix it.
ediut: ok so i could determine that "MoveCharacter(moveDirection)" is what's required to move the character controller around when you have rootmotion selected. SO the snippet they gave isn't working because it's actually already in the root motion function, but what it's saying is that if you aren't jumping then use it, but if you are jumping... it looks like maybe the jump function actually switches it off. I'll investigate.
2nd edit: ok i think it's actually a deeper issue,no matter what I modify it won't seem to affect the jump for root motion, it just takes the animation (it will play both jump move and jump, but neither have forward momentum). The only quick fix is adjusting the "air speed" variable to a high number (50-150). But the problem there is a standing jump gets you just as far as a moving jump
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Post by Invector on Jan 13, 2020 18:10:31 GMT
I have a different jump issue. I am using a blank new project / unity 2019.3.04b Fresh invector shooter template install. Using the melee / no inventory base scene, I've created a small block-out scene with a few tiers. When you fall to a lower tier I get damage. Which is nice. But each time you jump there is damage again. It seems the fall damage does not get reset. Can someone confirm or elaborate? Thanks Lara That's not a Jump issue, but a FallDamage issue... we already fix it and should be in the next update coming soon ;)
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Post by Invector on Jan 13, 2020 18:11:27 GMT
We will take another at the jump with root motion to see what we can do
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Post by System Six Games on Jan 13, 2020 19:54:34 GMT
We will take another at the jump with root motion to see what we can do Okay, thank you Invector. I tried looking into it myself and I had no dice!
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Post by Invector on Jan 13, 2020 21:16:40 GMT
Ok we fixed by adding a couple of conditions, I will be uploading the new version 2.5.0a tomorrow if we didn't find any other bugs
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Post by System Six Games on Jan 15, 2020 1:05:08 GMT
Ok we fixed by adding a couple of conditions, I will be uploading the new version 2.5.0a tomorrow if we didn't find any other bugs THANK YOU SO MUCH!
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