Invector Is there something wrong with the mobile control support I tried building Out In apk and the controls aren't working I have the mobile and put package in Ported.. any suggestions
Delete the MobileControls of your UI and search in your Project for the MeleeMobileControl prefab that comes with the vCrossPlatform package, it's a new updated prefab and it should work ;)
Invector Is there something wrong with the mobile control support I tried building Out In apk and the controls aren't working I have the mobile and put package in Ported.. any suggestions
Delete the MobileControls of your UI and search in your Project for the MeleeMobileControl prefab that comes with the vCrossPlatform package, it's a new updated prefab and it should work ;)
all the buttons except joystick movement seem to be working any suggestions??
Not sure if this is a feature request or how to use request...
Would like to switch between a follow camera / FPS (Pointed at characters back) when moving forward (sprinting) and a free look camera when walking or running.
Think I understand how to switch between camera modes, but using the Melee camera can not figure out how to create a follow camera / FPS? IS there a camera configuration that I am missing?
Found my answer (sort of): Under Camera Mode when I switch between "Fixed Angle" and "free direction" it does what I was hoping. However I can not figure out how switch the value of this element surfaced in the editor UI.
I had thought I could get a reference to the vThirdPersonCamera and use the changeState option to change the states, but that doesn't seem to effect the camera. Also tried directly accessing the CameraMode but that did not work either. I am pretty sure I have a reference to right object, because I can disable the thirdperson camera script with (myCamera.enabled = false).
using System.Collections; using System.Collections.Generic; using UnityEngine; using Invector.vCamera;
public class SwitchCameraMode : MonoBehaviour { [SerializeField] public vThirdPersonCamera myCamera;
Post by cursedereaper on Feb 24, 2019 18:55:08 GMT
The Change State() method of vThirdPersonCamera works different than you think. You basicly enters ChangeState("String", True); And it will switch to a State listed in the StateList with the same String as its name. What you want is change a value of the current state. The option I think works best is: myCamera.currentState.fixedAngle = true; And that should change the fixedAngle to true. There might be another thing you might need to do because I'm not sure if it will update the state right away but that function shoul actually switch the state show in the ThirdPerson camera instead of the values in your list and from what I know switching the state sets the values of a state that exists in the Camera equal to the value of the state from your state list. At least is that how I understood it.
You guys mentioned in another post that an update was coming to the Melee controller. Can I ask for a rough outline of what that will include / estimated date? I'm about to start working the controller into my game, but if a rewrite or something similar is in the pipeline I don't want to cause unnecessary work for myself
You guys mentioned in another post that an update was coming to the Melee controller. Can I ask for a rough outline of what that will include / estimated date? I'm about to start working the controller into my game, but if a rewrite or something similar is in the pipeline I don't want to cause unnecessary work for myself
Thanks!
It's coming next week, here's the changelog for the MeleeCombat so far:
MeleeCombat v2.4.1 New Features & Hotfix - xx/04/2019
- Add new GenericAction Examples of use (check BasicDemoScene) - Add New inputs to trigger GenericActions directly from the Trigger (HoldTimer, DoubleButton, ButtonDown, Auto) - Add option to set a ActionState in the Animator to handle special conditions when playing a CustomAnimation of the GenericAction (check GenericAction ButtonTimer Example) - Add more Events and Options in the TriggerGenericAction - Add Separated Equip and Unequip custom animations to play in the ItemListData (EquipAnim can also be triggered when using an Consumable Item) - Add Separated Equip and Unequip delay time for items in the ItemListData - Add option display Inventory UI Buttons for items to be Used, Droped, Destroyed and DestroyAfterUse for each item in the ItemListData - Add option to trigger an animation when using a consumable item on the ItemListData - Add generic method to open/close Inventory - Add vUseItemEventTrigger to use a item from the Inventory UI and trigger an event - Add Event OnCrouch/OnStandUp for the character - Add Event CheckHealthEvents for the character to trigger a Event when it takes damage lower/higher/equals than value - Add exposed CurrentHealth and option to Fill up with MaxHealth value on Start or not (to start with lower health) - Add Volume, SpawnStepMark, SpawnParticles methods on the Footstep to be used with Events (for example, lower the footstep volume when crouched) - Improved Rotation method of the GenericAction when using the option "Use Trigger Rotation" - Improvements on the HealthController - Fix LockInventoryInput method to avoid openning while is attacking, reloading or changing weapon - Fix WeaponHolderManager timming issues with equipDelay from ItemManager and add debugMode - Fix LockOn sprite not disabling after reset the scene - Fix broken links to download the vCrossPlatform & MobileControls prefabs - Fix Headtrack not ignoring the tags in the animator - Fix all Mobile demo scenes, broken UI buttons, Mobile Inventories and link to download vCrossPlatform updated - Fix Ladder Alignment - AnimatorControllers Updated with minor changes to work with the new updates of the GenericAction and Inventory Equip/Unequip
One more quick question with regards to Melee Controller and its simple AI.
Is there any reason that the character *has* to be a Humanoid avatar?
Say I make a copy of the animator and replace the appropriate animations, so the parameters are all the same, but the character has a generic rig, would that work fine?
One more quick question with regards to Melee Controller and its simple AI.
Is there any reason that the character *has* to be a Humanoid avatar?
Say I make a copy of the animator and replace the appropriate animations, so the parameters are all the same, but the character has a generic rig, would that work fine?
Sure, it requires Humanoid for a quick and easy first set up but you can adapt to work with Generic models with no problem at all