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When I lower the Anchor Offset to less than 1 on the Z-axis, it seems to restrict the Player movement so that I can barely move diagonally. In this video, I was constantly trying to move diagonally: https://streamable.com/v4a18
This is a problem by design. How the directional movement works is by drawing an invisible line between the camera and the player. Then, using the plane of the floor it knows where forward, backwards, right and left are respective of the camera.
But if the camera is completely at the verticality of the Player, the precision of the floating point operations will make the Player confuse right with left and up with down.
To solve this issue, make the camera slightly tilted, so it's not right on top of the player, but a bit on one side. Also, try disabling the Look At, changing it to "Current Direction". Otherwise, the damping of the camera might give lead to the same problem you initially have.
Can the size of the toolbar be increased.
Eyes are going ;)
The toolbar uses the standard Unity size, which is 16 pixels high. I believe that in 2019.3 they will change it to 18 pixels, so we'll automatically update to it when 2019.4 LTS comes out :-)
Got an issue with this boolean not being recognised on starting the game. Wasn't a problem until the last update.
Hi Janus. Took a while, but I think I know where the problem is. First of all, the first console log that says "Set Visibility" is a log that shouldn't be there, and I'll make sure to remove it on the next update :-)
Secondly, the name of the variable is RainOn/Off. Local Variable names use the reserved character "/" to access nested variables. For example, if you have a Game Object variable called A that points to an object with another Local Variable called B, you can access B by accessing the variable name: A/B (like if they where folders).
So the solution would be to change the name of the variable to something like Rain-On-Off. I'll make sure to forbid adding this character on the next update!
would it be possible to have an action that detects if the player/character fell from a certain height in order to take damage or die?
I'm marking this topic as complete. It's already been implemented and will be available on version 1.0.2
I'm having some issues with the first person controller quickly rotating whenever i start a scene. It quickly acts as if the cam is turned the opposite way, and then quickly janks to the set view.
Eeagleeyez is correct. However, this is a bug, since the Player should be able to be rotated towards any direction and the camera should behave exactly the same. Despite, this helped us narrow down the problem :-)
The issue was the motor detected the first frame as if it was changing from another camera motor, and applied the transition effect, when it should have not.
I've patched this bug and it will be automatically fixed in the next update. You don't have to do anything on your part. I'm also marking this issue as resolved, since the bug has been patched. When the update is live, if you still experience any issues, feel free to reopen this thread.
Thanks and happy game making!
I have my acceleration and deceleration set at 300 which causes this: https://streamable.com/2a5gw
Is this a bug or am I supposed to use a lower acceleration/deceleration?
There are no problems in first person with model hidden though, which is mostly what I need high acceleration/deceleration for.
I'm marking this issue as fixed. We identified the problem as is going to be shipped with Game Creator version 1.0.2. Feel free to reopen if the problem persists afterwards.
How do I stop the character's head from turning like this: https://streamable.com/dvrn6
I don't know any game that does this.
I'm closing this issue since it's been fixed in version 1.0.2, which should be available between today and tomorrow. I've increased the default speed at which the character will turn its head as well as increased the angle at which it will turn.
Got an issue with this and I need help - I can't set it up the trigger On Collision Enter with the Player being the other collider because that requires the prefab I want to instantiate being moved into the Scene...and if I do that, the instantiated object becomes a clone and the 'destroy on finish' destroys the original item and not the clone.
I've even gone as far as to add a capsule collider trigger to the object I want to instantiate in case it was something to do with the object having a mesh collider.
I need to be walked through this because I'm going to need this information for a lot of stuff :P
Check out the latest Game Creator version 1.0.1 (available on the Asset Store tomorrow). The Instantiate Action comes with an optional parameter that allows you to store the instance created in a Local, Global or List Variable.
You can then use it to destroy the instance, rather than the prefab ;-)
"The Combat view type extends the Third Person view type while keeping the camera rotated to the same local yaw value as the character. This in effect will always have the character rotated in the same forward direction as the camera."
I took this description from another asset because it describes clearly what I want. Is it possible to do this currently?
There's the Character Direction property under the Advanced Parameters. You'll find it in the Character's Inspector. By default, the character rotates towards where he/she moves but you can set it to Camera Direction. This will effectively make the character always face the same direction as the camera.
You can also swap between Camera Direction and Locomotion Direction at runtime using the Change Direction Action.
Regarding combat, I can't see to find a way to turn on/off colliders. When I get close to an enemy even without attacking the collider on the weapon touches the enemy and damages it. Id like it to wait till the attack input has been pressed. Any ideas?https://www.loom.com/share/4bea03c814fc4e48af1486f2009c3806 You can see it here.
As @ProfPivec says, what you're looking for is enabling and disabling the Collider when the attack happens. A user called @Necka created a script that allows to enable/disable a Collider using the animation clip event system.
Here is the script: AttackAnimEvent (1).cs
How to use it:
Drag and drop this script where the Animator component is and drag and drop the Collider object onto the corresponding field.
Now open the Animation Clip of your attack and scroll down to the bottom. Identify which frame should the attack start and which should end.
In each frame, create a new event and use the name StartAttack and EndAttack. This will effectively enable the Collider while the attack is being played.
The Animation Clip communicates with the script attached to the Animator and calls the StartAttack and EndAttack functions which enable and disable the Collider component attached.
PS: I can't tag a mentioned user. Nonetheless, all credit goes to the Discord user @Necka.
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