|
Post by allanx on Jun 19, 2020 8:50:55 GMT
Hi,
I added Invector Basic Controller components to my UMA character. vInput, vController, vLadder.
But Uma Character is not able to climb Ladder. It has falling transition.
The climbing animation plays and it climbs one step and slides down the ladder.
Request your help.
Thanks in advance for your replies.
|
|
|
Post by allanx on Jun 25, 2020 17:24:31 GMT
Hi, Can anyone help ?
|
|
|
Post by manwitch on Jun 25, 2020 18:23:13 GMT
I can't help much other than to say you are not alone. I have come across the same problem and haven't been able to figure it out. I have been adjusting my game play to avoid ladders, as everything else seems to work fine (that I've come across). I have all the addons working (climbing, swimming, zip line, crafting, and building (although I'm having trouble getting crafting and building to work at the same time)). But that is probably user error. If some one has the answer we will both celebrate!
|
|
|
Post by raildoc on Jun 26, 2020 5:18:49 GMT
I'm using UMA too, I didn't find any problems:
|
|
|
Post by raildoc on Jun 26, 2020 7:40:55 GMT
can you explain more clearly what exactly happens, take screenshots of components settings
|
|
|
Post by allanx on Jun 27, 2020 17:02:44 GMT
Thanks for your replies. Its nice to see that it works for you.
Here is the video, my Uma keeps sliding down.
|
|
|
Post by manwitch on Jun 27, 2020 21:44:03 GMT
Yep, That's exactly what I have going on too.
|
|
|
Post by manwitch on Jun 30, 2020 16:15:40 GMT
So here's a weird update lol. With the free climb addon added and working, when I start the scene the ladder climb does the same as above (sliding down/not climbing), but if I go to a "climbable" object and climb, then go to a ladder it works! Why it would react this way is beyond me. The hands and feet don't line up (like raildocs video) but at least the character does actually go up the ladder.
|
|
|
Post by manwitch on Aug 3, 2020 21:11:44 GMT
ok I made a short video of the problem plus another.
I haven't set any lock movements and as youll see after i use climbing it turns lock movement on and the ladder starts to work.
I can't seem to figure out why it's like this or how to fix it any help would be great
|
|
|
Post by allanx on Oct 9, 2020 5:28:02 GMT
ok I made a short video of the problem plus another. I haven't set any lock movements and as youll see after i use climbing it turns lock movement on and the ladder starts to work. I can't seem to figure out why it's like this or how to fix it any help would be great Hi, While, I was working on my own logic for swimming the player would slide down whenever I would want to swim up.
I figured out that if I set the rigidbody velocity to 0 in an else statement if there was no input the player would not slide down. May be the same logic can be applied/modified for the ladder. The code snippet - that I used for swimming logic is as below. ====================================== if (Input.GetKey(KeyCode.Space)) { _rigidbody.AddForce(transform.up * (SwimSpeed)); } else if (Input.GetKey(KeyCode.Q)) { _rigidbody.AddForce(transform.up * (-SwimSpeed)); } else if (!hasMovementInput) { _rigidbody.velocity = Vector3.zero; } //Also to enable swimming. I reset the following flags.
----
public void EnableSwimming() {
disableCheckGround = true; _rigidbody.useGravity = false; IsSwimming = true; useSnapGround = false; animator.SetBool("Swimming", true); } public void DisableSwimming() {
disableCheckGround = false; _rigidbody.useGravity = true; IsSwimming = false; useSnapGround = true; animator.SetBool("Swimming", false); }
|
|
|
Post by sjl on Oct 15, 2020 15:35:16 GMT
ok I made a short video of the problem plus another. I haven't set any lock movements and as youll see after i use climbing it turns lock movement on and the ladder starts to work. I can't seem to figure out why it's like this or how to fix it any help would be great Hi, While, I was working on my own logic for swimming the player would slide down whenever I would want to swim up.
I figured out that if I set the rigidbody velocity to 0 in an else statement if there was no input the player would not slide down. May be the same logic can be applied/modified for the ladder. The code snippet - that I used for swimming logic is as below. ====================================== if (Input.GetKey(KeyCode.Space)) { _rigidbody.AddForce(transform.up * (SwimSpeed)); } else if (Input.GetKey(KeyCode.Q)) { _rigidbody.AddForce(transform.up * (-SwimSpeed)); } else if (!hasMovementInput) { _rigidbody.velocity = Vector3.zero; } //Also to enable swimming. I reset the following flags.
----
public void EnableSwimming() {
disableCheckGround = true; _rigidbody.useGravity = false; IsSwimming = true; useSnapGround = false; animator.SetBool("Swimming", true); } public void DisableSwimming() {
disableCheckGround = false; _rigidbody.useGravity = true; IsSwimming = false; useSnapGround = true; animator.SetBool("Swimming", false); }
THIS SLIDING DOWN LADDERS WHEN CLIMBING UP A LADDER IS A SIMILAR ISSUE WITH THE VEHICLE ADD ON that I found to deal with the main camera script I personally don't own any uma products so I don't know much of it... But does uma require a script on the MAIN CAMERA??? IF IT DOES REQUIRE A SCRIPT ON THE MAIN CAMERA then try this work around... Place a box object on the ladder and scale it to the height of the ladder apply vsimple trigger mark the collider as trigger Then in the vsimple trigger menu drop your camera in the two taps on trigger enter and on trigger exit On trigger enter you want to select the uma camera script and option SetActive/enbled and untick the check box ( this will disable the uma camera script while in the trigger) Do the same for on trigger exit but this time tick the check box ( this will reenable the uma camera script once off the ladder ) The turn off the box mesh renderer This will need to be done for each ladder As I said I don't own any uma products so I don't know what it requires... Hope that is of some help Best of luck, SJL
|
|
|
Post by colpolstudios on Oct 16, 2020 12:21:19 GMT
I'm using UMA too, I didn't find any problems: I'm curious can you shoot?
Please take a look at this thread maybe you can help.
|
|
|
Post by dirtydeeds on Jun 5, 2021 17:46:02 GMT
also have these problems, i also cant climb up , jump over, step up, slide as far as i tested.. he animates but doesn't transform. maybe its the avatar or the bone structure- i dont know.. ^^
|
|
|
Post by manwitch on Jun 5, 2021 20:26:42 GMT
also have these problems, i also cant climb up , jump over, step up, slide as far as i tested.. he animates but doesn't transform. maybe its the avatar or the bone structure- i dont know.. ^^ Your using UMA? I cant get uma working at all with the newest invector. The closest I've come is trying to add the components one at a time, but it always gets to a point where it stops working. Which version of invector and uma are you using? And which unity version? Maybe if we pool our experiences we can get this stuff working? I'd seriously love to be able to use UMA with invector for my current project as I've spent alot of time and money on uma stuff lol. ETA: Also do you have the free climb addon? Because I did some testing between posting and this edit and all the stuff your having trouble with works if you climb something with the free climb, and then go try the step ups and ladder and even shooting. I have tried and tried to figure out what it is with the freeclimb that sets the controller so it works but I haven't found it, maybe @invector can help *shruggs*.
|
|
|
Post by dirtydeeds on Jun 6, 2021 11:12:05 GMT
hi ! i dont have the free climb add on, i only have shooter. i tried out basic locomotion and melee, i did this : (got this from UTube User: Rat Bytes - Climbing not working for him)
Unity version 2020, uma 2.12 invector 2.5.6b
a) Create empty object and rename it as UMA,
b) Assign Component Dynamic Character Avatar,
c) Selected Race - Human Male DCS
d) Selected Default Animation Controller -- Invector@basicLocomation
5. Adjust the camera over the player
Hit play -- Everything seems ok
-----------------------------------------------------------------------------------------
1. In Project tab search - vBasicController -- and lock the inspectorWindow
2. Copy the component Vthird Person Input and paste it on the UMA object
3. Copy the component Vthird Person Controller and paste it on the UMA object
4. Copy the component Rigid Body from the Vthird Person Controller and paste it on the UMA object
5. Copy the component Capsule Collider from the Vthird Person Controller and paste it on the UMA object
6. Adjust the camera over the player.
Hit play -- Character should move around.
i added the melee stuf manually after that.
there is another way but i get animator errors when i tried.
I followed this guide i got:
1. Create empty object and rename it as UMA,
2. b) Assign Component Dynamic Character Avatar,
c) Select Race - Human Male DCS
d) Select Default Animation Controller -- Invector@basicLocomation
e) Add Animator Controller to UMA object and assign the controller - Invector@basicLocomation
3. UMA create bones.
4. Open - Create Basic Controller
a) assign the UMA object
b) Assign - vbasiccontroller_template
c) Hit Create.. which will create the parent object to UMA .. something like "vBasicController_uma2"
---
a) vBasicController_uma will have animator controller - DELETE IT!!
b) open prject in vs.. goto -- "vCharacter.cs"
c) under method.. public virtual void Init()
Add the lines at the top of this method
//============================
Animator UMAanimator = GetComponentInChildren<Animator>(true);
if (UMAanimator != null)
{
Debug.Log("Found Animator Object == " + UMAanimator.transform.name);
}
else
Debug.Log("UMA not found Animator Object");
animator = GetComponentInChildren<Animator>(true);
//============================
d) FIND THIS line on top in "vCharacter.cs" ----
it should be only like this ----- public Animator animator;
Comment or remove the { get; set private; } part of that line.
d) goto --- vICharacter.cs
comment the line and should look like this... //Animator animator { get; }
The latest invector is not exposing the animator object in the Inspector. I do not know why the HELL they did it. So have to edit the code. Good luck!!
tell me if the second method works for you . Thx !
|
|