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Post by Invector on Oct 20, 2017 14:44:06 GMT
did anyone find a fix for this? I will work on a fix today! edit* Integration pack updated! but we have to change a few things in the tpInput & shooterMeleeInput so the integration will only work with the next update v2.2.4/v1.1.4
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munky
New vMember
Posts: 3
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Post by munky on Oct 22, 2017 16:46:55 GMT
Ok, I give up what is the Subscript Name on the Character wizard ...
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Post by darknubis365 on Dec 31, 2017 19:49:58 GMT
Hmm this is interesting i want to try this out i'm noob but i learn fast and i usually only ask for a point in direction of information so that i can learn myself.So i want to ask is it possible to make an open world RPG type game with this?Adv Creator? I have shooter template and melee template.Also is there any way to get the original walk turn pivot motions for traditional rpg games with this controller?Sorry im pretty much new i bought this controller for easy setup and learning the how-tos.Its great btw i just need a few questions answered here and there.
UPDATED: I installed the download package for this and got this error now??
Assets/InvectorIntegration/vInvectorACLink.cs(86,16): error CS1061: Type `Invector.CharacterController.vThirdPersonInput' does not contain a definition for `LockCameraInput' and no extension method `LockCameraInput' of type `Invector.CharacterController.vThirdPersonInput' could be found. Are you missing an assembly reference?
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luca
New vMember
Posts: 11
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Post by luca on Jan 26, 2018 18:00:30 GMT
Hi! What needs to be changed to use the integration with the latest version of the controller? Because it does not work anymore ...
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Post by mrbdrm on Feb 12, 2018 14:29:55 GMT
Hi! What needs to be changed to use the integration with the latest version of the controller? Because it does not work anymore ... using UnityEngine; using System.Collections; using Invector.CharacterController; using AC;
public class vInvectorACLink : MonoBehaviour { private vThirdPersonInput vInput; private Char _char;
public bool disableDuringGameplay = true; public bool inCutscene;
private void Start() { vInput = GetComponent<vThirdPersonInput>(); _char = GetComponent<AC.Char>(); }
private void Update() { if (disableDuringGameplay) { if (KickStarter.stateHandler && KickStarter.stateHandler.gameState == GameState.Cutscene) { inCutscene = true; SetCharacterPosition(); } else if (inCutscene) { inCutscene = false; ClearCharacterPosition(); } } else { SetCharacterPosition(); } }
private void SetCharacterPosition() { if (_char.GetPath()) { var pos = _char.GetTargetPosition(); vInput.MoveCharacter(pos, true); } else { ClearCharacterPosition(); } }
private void ClearCharacterPosition() { vInput.cc.input = Vector2.zero; }
public void SetRotateByWorld() { vInput.cc.rotateByWorld = true; }
public void SetRotateByCamera() { vInput.cc.rotateByWorld = false; }
public void LockPlayerInput() { vInput.lockInput = true; }
public void UnlockPlayerInput() { vInput.lockInput = false; }
public void LockPlayerCamera() { vInput.lockCameraInput = true; }
public void UnlockPlayerCamera() { vInput.lockCameraInput = false; } }
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Post by darknubis365 on Feb 14, 2018 13:18:15 GMT
Do you add this as a separate script or ? Do i add this to the vcontroller input?
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Post by Invector on Mar 2, 2018 19:13:06 GMT
Integration updated!
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kendall
Junior vMember
EQUIP
Posts: 48
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Post by kendall on Mar 4, 2018 16:46:39 GMT
Hi Everything works ok with the integration but i have a constant error. When a enemy kills the main player the camera change to the main camera and the vThirdPersonCamera stops follows the respawned player i try this in my proyect and then put an enemy into the vIntegration scene only to see if was an a mistake of my proyect but happens exactly the same in addition this is the error the console shows
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dani9
New vMember
Posts: 6
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Post by dani9 on Apr 28, 2018 10:05:14 GMT
How can we get this integration to work with the latest Invector update?
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Post by Invector on Apr 30, 2018 13:44:31 GMT
Hi Everything works ok with the integration but i have a constant error. When a enemy kills the main player the camera change to the main camera and the vThirdPersonCamera stops follows the respawned player i try this in my proyect and then put an enemy into the vIntegration scene only to see if was an a mistake of my proyect but happens exactly the same in addition this is the error the console show Sorry for the delay, didn't saw your question early! I think your character didn't respawn correctly, and also you're using the Path script on this scene which is unecessary, try the latest update.
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Post by chrisredfield on May 16, 2018 0:23:52 GMT
How can we get this integration to work with the latest Invector update? this this this. I have error with vthirdpersonInput and `Invector.CharacterController. cannot be found.
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Post by Invector on May 16, 2018 13:35:56 GMT
Update the line "Invector.CharacterController" to "Invector.vCharacterController"
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Post by Invector on May 29, 2018 0:07:52 GMT
Integration updated to the last version available of both assets.
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vxv
Junior vMember
Posts: 31
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Post by vxv on May 31, 2018 17:40:41 GMT
Hi,
errors solved with 2.0
anyway, from what I saw in the AC forum I should add your script to my character ? Or should I disable mine and add player AC component to the one created by Invector ? I tried this but how do I add the player to AC ? I make a prefab with the Invector char ? isnt it simplier to just add your 2 components to my char ?
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Post by Frosted Brain on Jan 31, 2019 18:13:53 GMT
Is there a link to this integration? The one on the OP is gone
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