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Post by nmezero776 on Jul 25, 2020 1:43:32 GMT
ok, so, I'm EXTREMELY new to using Unity and C#. I've bought the Invector 3rd person shooter template and AI template. I'm having a lot of fun with all that. Let me explain the effect that I don't know how to implement.
In my game you play as a Possessing "spirit". Most of the game you're not going to see your character, but you posses NPC's. I would like some help to make an in-game switch, where you stop controlling one NPC and start controlling another. There's gonna be a few different ways to do this, but they all still involve changing what avatar you are controlling. The game is an "open world" game, similar to GTA, Red Dead Redemption 2, or even Horizon: Zero Dawn. But, you'll be able to jump from NPC vessel to NPC vessel and the stats of THE PRESENCE (your character) overlap onto your new host, but their stats still matter.
Thanks for your time. I'd appreciate any forward motion on this.
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Post by zgoodwin on Jul 30, 2020 4:56:21 GMT
Place model of NPC as a child under the player character. Activate / deactivate player model and NPC model. Add animations / fx to make the possession action look good.
This way the invector player scripts can remain on the original player, opposed to making a dozen NPC's with player scripts that would need to be deactivated until being possessed.
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Post by nmezero776 on Jul 30, 2020 23:59:07 GMT
ok.. i think i see what you're saying. I'll let you know when i get a chance to try it out. Thanks!
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Post by nmezero776 on Aug 2, 2020 6:26:48 GMT
ok, so i tried just setting another avatar as the child to the avatar with the third person input controller component via unity's inspector window. then, when running the game, it matches it's transform to the "player's avatar" but does not run any animations.
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