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Post by Devistute on Dec 4, 2017 10:36:09 GMT
My character wont move an inch once hanging in wall, unless the "Hand Target" is set to Y:1.5 and Z:0.36 Which makes it work again, but the hands go inside the wall once in idle.
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Post by Invector on Dec 4, 2017 13:04:05 GMT
My character wont move an inch once hanging in wall, unless the "Hand Target" is set to Y:1.5 and Z:0.36 Which makes it work again, but the hands go inside the wall once in idle. Hmm make sure your capsule collider height is matching your character size, also make sure your character size is appropriate correct (remember to never scale the model transform directly into the inspector, but using the Scale Factor of the FBX)
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Post by Legion on Dec 8, 2017 6:38:11 GMT
Any approximate date for the Asset Store release?
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Post by Invector on Dec 8, 2017 13:53:24 GMT
Any approximate date for the Asset Store release? We ship the package to the asset store on the same day we publish to our store, it will complete a month soon . Plus, we're almost out of the beta, I will upload the new package with more features soon in the vStore and it will take even more time to come to the AssetStore.
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Post by yondaime08 on Dec 11, 2017 21:02:15 GMT
Hey guys this system is great! For those having trouble here's a few things to know: (Using melee/ shooter read BOTH SECTIONS or it won't work properly!!!) -SECTION 1- 1. Get your character setup with w/e Invector controller you want Melee/ shooter/ basic 2. Copy and paste the FreeClimb script from Invector's default character and paste it on your own. 3. Right click on your own character and click "Create Empty." 4 Rename the new object like "Hand Target" or something 5. Select your Character and look at the FreeClimb script. 6. Drag the "Hand Target" Object over to the "Hand target" slot. 7. Make sure your character's transform scale is 1 for X,Y, and Z. 8. Make sure your Character's capsule collider fits your character properly. Double check the Height/Radius. (Had to adjust the radius to 0.25 on mine.) 9. Hit play and have fun! -SECTION 2- You may notice that your character isn't climbing properly. That's because The melee input is overriding climb jump and reading it as a fall. We need to disable the melee input while we are climbing. (Want to fight while climbing? Talk to Invector because that is more programming needed to do that.) 1. Look at your character and it's "FreeClimb" script 2. At the bottom it has a "Open Events" button, click it. (You know you want to... o.o) 3. You notice 2 conditions on enter/ exit climb 4. Click the + at the bottom of On Enter climb 5. Don't be scared now...Drag your player to the "Runtime" slot 6. Now click "No function" and select "VMeleeCombatInput" (Shooter Version: VShooterMeleeInput) 7. Select "bool enable" at the top 8. See the check mark? click on it to make it go away :p 9.Do the same for the Exit Climb but leave the check mark. This way when we are done climbing we can melee/ shoot again! Here is a pic down below for a reference. I'm sure Invector will either cover this or fix the input issue once beta stage is complete. ibb.co/hraYsw
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Post by Invector on Dec 21, 2017 19:08:45 GMT
Now available at the AssetStore www.assetstore.unity3d.com/en/#/content/105187btw the Beta will end as soon as the next shooter update 1.1.5 hits the store Now with support for stamina consumption, improved corner detection and climb on movable objects!
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Post by drongophat on Jan 3, 2018 4:49:22 GMT
Loving this add-on, but not sure if anyone else had same problem. i found i had perfect luck when putting in this addon for one of my projects. and when i try implementing into any other projects all is working except, some troubles with where my characters "ClimbHandTarget" Location is allowing me to climb, but instead of the "ClimbHandTarget" being near his head, it must be placed down at his feet. when i do this all looks fine until he reaches the top of something climable and wont actually hoist himself up until his feet reach the top. looks kinda strange, and ive tried all i can think of and still no luck. any help greatly appreaciated!!
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Post by drongophat on Jan 3, 2018 5:20:08 GMT
Loving this add-on, but not sure if anyone else had same problem. i found i had perfect luck when putting in this addon for one of my projects. and when i try implementing into any other projects all is working except, some troubles with where my characters "ClimbHandTarget" Location is allowing me to climb, but instead of the "ClimbHandTarget" being near his head, it must be placed down at his feet. when i do this all looks fine until he reaches the top of something climable and wont actually hoist himself up until his feet reach the top. looks kinda strange, and ive tried all i can think of and still no luck. any help greatly appreaciated!! Starting To Realise it may possibly be something to do with my Character and just the way the fbx model was made.
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Post by Invector on Jan 3, 2018 13:10:59 GMT
Loving this add-on, but not sure if anyone else had same problem. i found i had perfect luck when putting in this addon for one of my projects. and when i try implementing into any other projects all is working except, some troubles with where my characters "ClimbHandTarget" Location is allowing me to climb, but instead of the "ClimbHandTarget" being near his head, it must be placed down at his feet. when i do this all looks fine until he reaches the top of something climable and wont actually hoist himself up until his feet reach the top. looks kinda strange, and ive tried all i can think of and still no luck. any help greatly appreaciated!! Starting To Realise it may possibly be something to do with my Character and just the way the fbx model was made. Try re-rig your character using Mixamo's auto rig tool ;)
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Post by yondaime08 on Jan 12, 2018 3:01:27 GMT
Is the new update with this almost ready? :D I'm excited to climb monsters!!!!
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Post by uberwiggett on Jan 12, 2018 4:33:06 GMT
sellfy sent an email saying it was up
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Post by Invector on Jan 12, 2018 13:19:10 GMT
Is the new update with this almost ready? :D I'm excited to climb monsters!!!! Yeah this is possible and we did start a Shadow of Colossus example but it take a reaaaaally long time to adjust the freeclimb and manually create every climbable mesh, so we didn't include this example because it would not be useful for anyone since you can't modify to use on another character/monster, each character would need to have a custom collider in order to climb correctly. ps* it is AWESOME to climb a gigantic v-bot lol
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Post by tharindu on Jan 12, 2018 14:20:11 GMT
Man but that would have been a killer example
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Post by Invector on Jan 12, 2018 15:57:19 GMT
Sure it was, but it's just too complicated to setup - the main focus of this add-on is the FreeClimb Zelda BOTW style and not the shadow of colossus climb (which is a very very very complex climb)
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Post by yondaime08 on Jan 12, 2018 16:05:31 GMT
I have a way that may make it possible to climb large creatures not enemies. Using layers and physics properties. -edit- alright loving the update! Also I did make a vbot climbable but it didn't look that great. So I'm going to look more into this. Great job Invector!
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