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Post by kevios on Feb 11, 2018 8:28:45 GMT
You Need to Update The integrativ files from HAP
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tork2
New vMember
Posts: 10
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Post by tork2 on Feb 17, 2018 9:20:11 GMT
I have Unka the Dragon assets. Will this general setup work with Unka as well?
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Post by kevios on Feb 17, 2018 12:06:27 GMT
Yes it Must go with Unka too i think ... Malbers have some Video Tutorials for make a own Ride Animal
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Post by eloruga on Mar 4, 2018 13:19:41 GMT
Hello buddys, I have a problem with the xbox 360 controller... The horse won´t move, with mouse and keyboard is fine. Can you help me please? I can´t find any solution in fourms Thanks
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Post by kevios on Mar 5, 2018 6:36:18 GMT
You Must Setup The Controller from The Horse animset for The Joystick ... I think this Script Is Attached on The Horse or player i dont Know exactly at The Moment
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Post by eloruga on Mar 6, 2018 19:24:30 GMT
Yes, thank you, it´s by default for Horizontal axis: "Horizontal" and I've change it for "LeftAnalogHorizontal", and for vertical axis is: "Vertical" and change for "LeftAnalogVertical" in the "MalbersImput" script attached to the horse.
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Post by eloruga on Mar 22, 2018 18:49:47 GMT
Invector + HAP + Aquas integration...
I had an problem with that, and it's that you have to set "Aquas" with the tag "Water" and in the layer "Default", so if you do that the player can swim but the horse walks on the surface of the water, and if you set it in the layer "Water" the horse swim but the player doesn't...
My solution: I've add a new tag that I've call it "WaterHAP" and a new layer called "WaterHAP" aswell, I've set the Aquas plane with both and in the player swim script I've change "Water" by "WaterHAP" and now the player swim and the horse too, that's all, I hope that helps.
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Post by gamifytheworld on May 6, 2018 7:23:44 GMT
I noticed that when the horse walks off the platforms on the demo scenes, it's like he's falling because it's too steep or something. But it's only a foot down. He climbs up great, but going down is jarring. Any ideas?
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Post by rolfy on May 15, 2018 20:40:48 GMT
If I play the melee_inventory HAP demo I get the following error when trying to load the inventory.
rigidbody.velocity assign attempt for 'Horse 3 Invector KeyBoard' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.Rigidbody:set_velocity(Vector3) MalbersAnimations.Animal:OnAnimatorMove() (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalMovement.cs:782)
Same for the shooter demo and the set up I followed in the video tutorial when trying to integrate into my game, the inventory flashes on screen for a brief moment and then goes to this error, I would appreciate any help in fixing this...thanks.
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Post by Invector on May 15, 2018 23:12:40 GMT
The NaN, NaN, NaN error usually happens when you pause the game but there is something trying to run on a update or OnAnimatorMove, try adding an if(Time.time <= 0) return; to prevent the error.
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Post by rolfy on May 15, 2018 23:53:05 GMT
The NaN, NaN, NaN error usually happens when you pause the game but there is something trying to run on a update or OnAnimatorMove, try adding an if(Time.time <= 0) return; to prevent the error. Yeah, inventory flashes, game pauses and then the error so there must be a reason it pauses when the inventory is called. Where would I put the snippet (in which script?) but it sounds like the error which causes pausing the game in the first place will still need to be fixed as well going by what you just said...thanks..
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Post by Invector on May 16, 2018 13:37:48 GMT
The pause mode comes from the vInventory prefab, you can select from 1 to 0 to pause, slow motion or continue playing. The snippet goes to the script that the console displayed > AnimalMovement.cs line ~782
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Post by rolfy on May 16, 2018 18:54:47 GMT
The pause mode comes from the vInventory prefab, you can select from 1 to 0 to pause, slow motion or continue playing. The snippet goes to the script that the console displayed > AnimalMovement.cs line ~782 Yeah, I had kinda worked that all out but that line seems to have importance, if (Anim.applyRootMotion) //Only Update the RigidBody Velocity when is on RootMotion Mode IMPORTANT Putting the snippet before or after anywhere in the code block does nothing and touching that particular line in any way causes the rigidbody to flip out and the horse controller to stop working altogether so it looks like I need to shoot Malbers an e-mail as it is beyond me to fix....thanks for the help.
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Post by rolfy on May 20, 2018 20:11:49 GMT
Malbers fix for anyone running into the same problem using Unity 2017 4.0f1 Add this line of code on the AnimalMovement.cs
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Post by Legion on May 28, 2018 0:45:06 GMT
The bow doesn't work correctly or are we doing something wrong? If you unequip it while mounting, it does not work when it is re-equipped.
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