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Malbers Animals-Creatures

Discussion in 'Assets and Asset Store' started by Malbers, Nov 12, 2016.

  1. Malbers

    Malbers

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    Hi there!
    For all Flying animals you will need to add the UpDown Input on any Malbers Input component:
    upload_2020-12-28_15-11-7.png
     
    Daniel-Talis likes this.
  2. Malbers

    Malbers

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    Yes there's the list here:
    https://malbersanimations.gitbook.i...components/scriptables/scriptable-ids#actions

    All Modes need to have the proper animation for it.
    if your animal does not have the animation for sleep (E.g) the wolf lite .it will not be able to do that mode... instead it will execute the default one, which is eat in that case:
    upload_2020-12-28_15-18-28.png
    Here you can check the proper settings for a mode:
    https://malbersanimations.gitbook.io/animal-controller/main-components/manimal-controller/modes
     
  3. Malbers

    Malbers

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    The Animal Controller is recommended when you are using it for when your animal is your main character or when you have a few enemies to handle or your scene (I have tried with 50 to 60 animals before there's an impact in performance)
    1000 animals is not recommended to be used with AC.
    for that amount is recommended for you to build your own controller, focused on performance. and use only the models and animations (Without AC)
    All the public methods are located on the Animal Callback script:
    upload_2020-12-28_15-45-37.png
    Or here on the Documentation:
    https://malbersanimations.gitbook.io/animal-controller/main-components/manimal-controller/m-p-animal

    Yes you can use the Brain feature for the animal and local variables too, instead of using the events you can use the Check Stat decision to monitor the stats on an animal .. if they go up or down.
    upload_2020-12-28_16-1-54.png

    About performance, like I said, from 50 to 60 is the amount of animals you can have on Camera before you can noticed some performance hit.
    So 1000 animals is a lot for the Animal Controller.
    This is because I use raycasting for aligning the animals to the ground, which causes more processing when there's more animals on the scene.
     
  4. Malbers

    Malbers

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    At the moment the wolf has 2 movement logics
    Camera Input (Enabled)
    * which means that the wolf will go forwards always towards the Camera Forward Direction

    Camera Input (Disabled)
    * Which means that the animal will move using the Global world direction. (This Options allows the wolf to walk backwards)

    You can test methods changing that parameter on the Animal component -> General - > Camera Input
    upload_2020-12-28_16-30-49.png


    The Camera Rig is Cinemachine so you can configure it the way you like, so its stays always behind the animal. You can check some great CM tutorials in the Unity YouTube channel.
     
  5. Metirof

    Metirof

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    Hello @Malbers

    i have to thank you first for the big update of 20 sept and all the added features,
    my question is about the Damage mode : my animal dont react when getting hit by the damage sphere, i compared to Wolf lite on PlayGround Demo and i noticed that now there is an M Damageable script that if you disable, it will reproduce the exact same problem i had in my scene, but this script requires a "Stats" component to work that i cant fill in my case
     
    Malbers likes this.
  6. Lichter

    Lichter

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    Hi @Malbers

    I own all your dragons, forest animals, and animset pro, and I love them. I'm trying to bring them all into one project but am seeing some file conflicts and warnings. I'd like to know which of these conflicted files is the "right" one to be using.

    For example, if I try to combine Irval the Wyvern with Unka the Dragon, I notice that the following files are different in each package:
    - Malbers Animations/Dragons/Common/Assets/FireBall Direction Irval.asset
    - Malbers Animations/README!.asset

    Which package holds the "right" version of these files? Note that these files also exist in all the Little Dragons and Elemental Dragon packages as well.

    As another example, if I try to combine Poly Art Animals Forest Set with Horse Animset Pro, I get 19 conflicting files. Some of these are simply folder meta files with different GUIDS, but many are significantly different:
    - Malbers Animations/Common/Scripts/Editor/Icons/Help_Icon.png.meta
    - Malbers Animations/Common/Scripts/Events/UnityEventRaiser.cs
    - Malbers Animations/Common/Scripts/Events/UnityEventRaiser.cs.meta
    - Malbers Animations/Common/Scripts/Readme/Readme.cs
    - Malbers Animations/Common/Scripts/Utilities/UnityUtils.cs
    - Malbers Animations/Common/Shaders/AnisotropicCircular.shader
    - Malbers Animations/Common/Shaders/Color3x3.shader
    - Malbers Animations/Common/Shaders/Gradient.png
    - Malbers Animations/Common/Shaders/Gradient.png.meta
    - Malbers Animations/Common/Shaders/HRPL_MalbersShaders.unitypackage
    - Malbers Animations/Common/Shaders/URPL_MalbersShaders.unitypackage

    I have no idea here which are the "right" files to use in the case of conflicts. Can you please help me sort this out?
     

    Attached Files:

    Last edited: Jan 1, 2021
  7. ProceduralCatMaker

    ProceduralCatMaker

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    Happy New Year dear Malbers,
    sorry for disturbing, hope Input System integration is proceeding well.
    I have an issue with this error happearing when setting up new projects expanding Forest Pack AC 3.1 package
    there seem to be a conflict with same already in Jump
    Assets\Malbers Animations\Common\Scripts\Utilities\UnityUtils.cs(60,19): error CS0101: The namespace 'MalbersAnimations' already contains a definition for 'TransformOffset'
    Of course I can comment them out in the code (which is better, in Jump or in UnityUtils?) but I believe that should be fixed.
    thanks
    sergio from Italy
     
    Malbers likes this.
  8. freyzorr

    freyzorr

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    Is there a way to add conditions to attacks? for instance I have a running horn attack and would like to trigger a regular attack or running based on vertical speed. Would you do that directly on the animation graph transitions perhaps, using same mode ID and adding a vertical comparison to differentiate?


    Super impressed by you animals and the AC framework as well. Covers a lot of ground in a sensible manner. Discovering this collection has been one of the delights of 2020.

    Happy new year :)
     
    Last edited: Jan 2, 2021
    Malbers likes this.
  9. Malbers

    Malbers

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    Yes the Stat component needs to be added on your wolf..
    This component:
    upload_2021-1-2_14-25-52.png
    Without that component the Damage System wouldn't know which Stat to modify (In this case the Health Stat)
     
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  10. Malbers

    Malbers

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    For all the animals you can ignore the Common Folder.
    The latest version of those files are inside the Animal Controller or Horse Animset Pro assets.
     
  11. Malbers

    Malbers

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    Happy new year everyone!
    Let's hope this year comes with great things for everyone!!



    @freyzorr @ProceduralCatMaker I'll be back tonight to answer your posts :)
    Cheers
     
    freyzorr likes this.
  12. Malbers

    Malbers

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    Of couse!
    I use it all the time with some animals. for example on the Horned Monster Animations.
    I have these states:
    If the Vertical Speed is less than 1.5 (which means the animal is walking or Idling)
    I will execute the Attack on place animations:
    upload_2021-1-2_22-15-16.png
    qEdgYYHCwg.gif

    But if the animal is Running (Vertical Speed > 1.5) then I'll execute a layered animation on the head for a Running Horned Attack:
    upload_2021-1-2_22-17-24.png
    ZMLDP29PrJ.gif

    Same process is done with the damage animations. E.g. On the horse I have the Damage animations in place, and an additive animations for the head an neck to do damage while running.

    Thank you!! ;)
     
    Last edited: Jan 3, 2021
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  13. Malbers

    Malbers

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    Yes! I'm still working on the Input Integration, so far is going great :)

    Try reinstalling the Animal controller, that will update that script to the latest version,.
     
  14. AngelBeatsZzz

    AngelBeatsZzz

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    Hi, the shader of ‘Ravens and Crows’ does not work properly in ‘Unity 2020.2.1f1c1’ HDRP. The bird and water shaders have ghosting issues.
     
  15. Aninok

    Aninok

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    Hi there,

    First off, this is a wonderful asset. I recently bought it and its great.

    I just have the problem that the animal is running for 2-3 seconds, even after I don't press the forward button anymore. Do you perhaps have a solution to this problem?

    Also, the death plane doesn't respawn the animal anymore. This is the error I get:


    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.Controller.MRespawner.InstantiateNewPlayer () (at Assets/Malbers Animations/Common/Scripts/Animal Controller/MRespawner.cs:131)
    MalbersAnimations.Controller.MRespawner+<C_SpawnPrefab>d__15.MoveNext () (at Assets/Malbers Animations/Common/Scripts/Animal Controller/MRespawner.cs:112)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <a9810827dce3444a8e5c4e9f3f5e0828>:0)
    UnityEngine.GUIUtility: ProcessEvent(Int32, IntPtr, Boolean&)


    But I don't see a slot to instantiate the animal in the MRespawner Prefab. I'm sure I just overlooked something (as I am fairly new to Unity), but I cannot find it anywhere.
     
  16. freyzorr

    freyzorr

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    Thank, this seems to do the trick for me. I needed to add "allow movement" so it wouldn't kill the forward velocity. I need to do that as well for my damage mode since it was missing.

    Then to a different problem. I added a swim state to my goat and used a trot in stead of swim animations since I don't have the animations, which seems to work ok. I just reversed the trot for backing. But when try to go backwards while swimming the animal moves forward. Seemingly in relation to the animation speed. I removed the root motion from the state and is should be backwards anyway from the animation. I'm not sure can be causing it. All the animations from the blend tree are doing what I expect them to yet the animal moves forward instead. Any thoughts?
     
  17. Malbers

    Malbers

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    Thanks for reporting this, The shaders were made with Amplify Shader, so it should be an easy fix .. I think :)
     
  18. Malbers

    Malbers

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    You can increase the responsiveness of the locomotion animations by increasing the Speed Modifiers Lerp Values on the Animal:
    Higher Values, more responsiveness.
    upload_2021-1-5_14-40-24.png

    On the respawner you will need to set a prefab of the animal you want to respawn.
    upload_2021-1-5_14-43-13.png

    If the player parameter is set to None, then the respawner will Reload the scene when the Player animal dies:
    upload_2021-1-5_14-44-17.png
     
  19. Malbers

    Malbers

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    Yes, that's is one tiny bug on my side, check on this script if you have this value set:
    upload_2021-1-5_14-55-56.png
     
  20. Aninok

    Aninok

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    Thank you for your reply. The prefab was already in there and set as player. And I've adjusted the values. Both problems still persist.

    Edit: I reset everything and the running is fixed now. But the respawn still doesn't work
     
    Last edited: Jan 6, 2021
  21. WilliamHess

    WilliamHess

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    Hello j'ai acheté le pack corbeau et corbeau car il me paraissait parfait pour la cinématique mais en fait j'ai un gros problème avec lui, les scènes de démo sont cassées, il manque les trois quarts des scripts, et les corbeaux ne bougent pas pendant les animations , l'animation fonctionne mais ne bouge pas ...
    J'espère que vous pourrez m'aider, je vous enverrai les écrans du projet si nécessaire.
     
  22. waltercl

    waltercl

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    I have purchased Horse Animset Pro and I'm looking for some documentation and video tutorials to get me started. So far I haven't found what I'm looking for. I'm building a western game, and my first need is to simply mount and ride a horse with my first person character. The second need is for enemies to be able to ride horses.

    This asset may be overkill for just working with my first person character because all I really need is the mount and dismount animations as well as the animations for the front of the horse such as raise up, turn left, turn right, neigh, shake head, drink, etc. but I'll still need something to control the horse when I'm not riding it or when others are riding it.

    Can anyone point me to some documentation or tutorials for my simple needs?
     
  23. waltercl

    waltercl

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    I found a video tutorial to get me started, but I can't experiment with anything because as soon as my first person player makes contact with the horse, it flies into the air. Any idea what is causing that? I've tried checking "Use Gravity" and unchecking that option but the problem persists either way.

    Edit: Not sure if the player colliding with the animal is all of the problem because even if I stand away from the horse, within 4 or 5 seconds after entering playmode the horse flies straight up into the air.
     
    Last edited: Jan 7, 2021
  24. Malbers

    Malbers

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    Hi There!
    You will need to have the Animal Controller in your project in order to make the Raven Demo Work, without it its just only model, textures and animations.
     
  25. Malbers

    Malbers

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    Hey @waltercl apologies for the late reply, I wrote you via email
     
  26. dev_2051

    dev_2051

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    Can Animal Controller work with Behavior Designer, as it will provide great flexibility to AI animals?

    Thanks.
     
  27. Metirof

    Metirof

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    Hello @Malbers
    Im not sure if it is a bug or im missing somthing but seams that directional damage modifier no longer work, i tested with Demo scene of wolf lite and animations are played randomly regardless the hit side
     
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  28. freyzorr

    freyzorr

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    My version does not have a negative constant like your screenshot. I tried to add the negative component it seems to work as expected. Should I expect this change in a future update? I'm fine with changing the code locally for now.

    You should perhaps consider exposing this backwards speed constant as a variable somewhere. Not that I need it right now, but hidden magic constants are generally not great.
     
  29. Malbers

    Malbers

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    Yes, that fix is ready for the next update.

    About the Backward speed, I have exposed that multiplier value too ;)
     
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  30. Malbers

    Malbers

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    BD is on my List of integrations, Right after
    Unity new Input System, Game Creator and A* Path Finding
     
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  31. Malbers

    Malbers

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    Thanks for reporting this.. yeap, it should to one side, not random... I'll investigate
     
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  32. freyzorr

    freyzorr

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    I have run into the issue that the MAnimalAIControl does not support different speeds. Setting animal speeds has no effect and it looks like the CheckWalkDistance will always set it to 1 or start value, overriding any choices you may have made. It would make sense to be able to override the default traveling speed of the animal in the AIControl manually.

    Speaking of AI control, BD and APath are indeed high on my list of things to work get working with MAnimal. Good news.
     
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  33. Malbers

    Malbers

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    Yeap it was a bug on mi side, here's the fix:
     

    Attached Files:

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  34. Malbers

    Malbers

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    Yes!, for that what you need to do is set the Walk Distance to 0, and the MAnimalAiControl wont touch the Speeds Modifiers
     
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  35. waltercl

    waltercl

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    I've emailed Malbers, but I know how busy he is so I thought I'd also post this in case someone else can help me.

    I have two questions.

    The first one has to do purely with aesthetics. I'm using the Realistic Horse, and it is beautiful. The saddle is top quality as well. The only problem I'm having is that the mane and tail look like they're made of old rags. My project is URP and I'm using URP/Lit as the shader for all the materials so I'm wondering if this is a case where a different shader would help?

    My next question has to do with dismounting. I am using my own custom player controller, and I can mount with no issues, but when I dismount I am stuck off to the side and up in the air. Anyone know how to resolve that?
     
  36. Metirof

    Metirof

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    Wow ! Thank you for your responsiveness and quality of work
     
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  37. waltercl

    waltercl

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    Has anyone worked with the mount and dismount animations for a First Person Rider? I'd be interested to know how you adapted the stock animations or if you altered them at all.

    I'm not sure if I've started at the right point or not. I've put an animator on my custom player, and I've assigned the AC Rider Controller. Then in the Rider FPC I've assigned my Player to the animator. It appears I'm doing some kind of mount animation but I'd like to customize it using my first person arms and smooth out the movement to be more realistic.
     
  38. dorktoast

    dorktoast

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    Having some issues here.

    I am trying to get an animal to "follow" me. if I get really close, it will take a few steps toward me, and then stop.

    Help
     
  39. waltercl

    waltercl

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    I'm working through issues with using my own custom Character Controller.

    If I have animations turned on then upon dismount I just hang in the air. If I have animations off then I dismount and fall through the ground.

    I've located some of the issue but not sure how to fix it.

    It appears that if Animations are on then End_Dismounting is not called and the following code does not execute:


    if (RB) //Reactivate stuffs for the Rider's Rigid Body
    {
    RB.isKinematic = false;
    RB.useGravity = true;
    RB.constraints = DefaultConstraints;
    RB.collisionDetectionMode = DefaultCollision;
    }

    So that's why I'm frozen in the air.

    Update: It appears that the reason I was falling into the ground is that upon dismount the base of my collider was lower than the ground. I fixed that by adding 3 to the y in the Vector 3 when I dismount.

    transform.position = new Vector3(MountTrigger.transform.position.x, transform.position.y+3, MountTrigger.transform.position.z);

    Also if (Anim) is not null I'm still going to call End_Dismounting


    if (Anim)
    {
    Anim.updateMode = Default_Anim_UpdateMode; //Restore Update mode to its original
    DisconnectWithMount();
    End_Dismounting();
    }

    This all works except for one issue. After I dismount with animations on then when I try to mount again I just stay on the ground frozen. This may be a simple issue of turning on a bool value so I'll further investigate.

    I feel like I'm "hacking up" the code when a simpler solution may be available, but this is what I'm doing for now to get things working.

    Further Update:

    I fixed my issue but with some more "hacks"

    As I said above I'm able to mount and dismount with no issues without animations on.

    The remaining issue I had was that with animations on I could mount then dismount, but not mount again.

    In the mounting script there is this piece of code:

    if (!Anim) End_Mounting();

    I simply took the if condition off and call End_Mounting now all the time.

    This did cause a subsequent error:


    NullReferenceException: Object reference not set to an instance of an object
    MalbersAnimations.HAP.MRider.Animators_Locomotion_ReSync (System.Int32 CurrentState) (at Assets/Malbers Animations/Common/Scripts/Riding System/Rider/MRider.cs:753)

    I fixed this by putting a Try-Catch block around it.

    I suspect that I've probably broken something that I could need later, but for now it's doing what I want which is to simply mount and dismount and then move as expected while I'm riding.
     
    Last edited: Jan 10, 2021
  40. dorktoast

    dorktoast

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    Update: I'm even more lost.

    I'm trying to make an animal follow my player. That's it, nothing else. But whenever I start it up, the animal will rotate in place to look at my player but will not follow them. If I get close, the animal animates as if it's going to move. When i step away it takes a step or two toward me but then stops, but continues to rotate to look at me.

    In this way I can lead the animal around but I have to move very *very* slow. if I move too fast it stops following.

    Debug log tells me the animal is in "locomotion" state but it does not move.
     
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  41. waltercl

    waltercl

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    I've got a simple issue or at least I think it should be simple.

    When I mount my horse with my custom player controller I am facing the side of the horse and after mounting my player is still facing in that direction. I'd like to have it so that my player rotates and faces toward the front so it is lined up with the head of my horse.

    I've tried setting the RiderRoot rotation in the MRider script in the EndMounting method but nothing I do seems to have an effect.
     
    Malbers likes this.
  42. Cabamacadaf

    Cabamacadaf

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    Hi. We're using the animal controller with our own model and animations, but we're having a lot of trouble with the ground check. Our animal keeps getting stuck on edges (it goes into fall state even though it's touching the edge). We've tried changing the pivots to a lot of different positions but nothing seems to fix this problem.
     
  43. ptmarks

    ptmarks

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    @Malbers Hi. I am wondering if you have or can add an animation for animals to pick up (and drop) an object (have the wolf, dragon, crow, etc. pick up an object in it's mouth, but, you know, not eat it..., just carry it, then drop it). Thanks for all of your continued support!
     
    Malbers likes this.
  44. Malbers

    Malbers

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    Hey Walter :) apologies for the reply
    I'm not as good with shaders, but I use an Amplify Anisotropic shader (which is okey) for the horse mane. is under
    upload_2021-1-10_13-30-11.png
    For URP or HDRP you can Upgrade going to the menu Tools -> Malbers Animations -> Upgrade Shaders to URP
    I have created the Smooth mounting for the Rider FPS ;) It should be out today. a new update for HAP.

    Testing the new smooth movement, I found out that the colliders was not being disabled or the Rigid body was not being set to Kinematic while Riding, which may cause the pushing away of your custom player.

    The Rider FPC does not require an Animator, Since it uses the Rigid FPS Controller from the Old Standard assets..
     
    Last edited: Jan 11, 2021
  45. Malbers

    Malbers

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    I made a small tiny Sample on how to make the correct setting on how to make the AI animal to follow
    something:
     
  46. ptmarks

    ptmarks

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    Ah, just found the a WL_DROP, WL_PickMouth Open, WL_PickUP_Mask animations for the Wolf Lite in the AC pack but when I try to apply them to Little Dragon Sea or Raven they don't really work. Is there anyway to transpose these Wolf Lite animations to other animals? Thanks!
     
  47. Malbers

    Malbers

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    Hey Walter this is the new addition to the Rider FPS script ;) I added some tweeks to the Rotation so it stays the way you asked
    and the End Mounting End Dismouting is now called on that script too


    I uploaded the Update Yesterday, so it should be live.... any time.... today
     
    Last edited: Jan 11, 2021
  48. Malbers

    Malbers

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    Saldy that doesn't work that way, the animations must be done specifically for each animals/creature, for each one.
    I'll be making them, but I need to release first the new Realistic wolf.. after that I'll be updating all the asset with new animations, like the pick up, sneak, and some other I have on my list.


    In the case of the Raven you can use the Eat animations (Part of them, you need to duplicate it and clip to the part that Peck on the floor)
     
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  49. ptmarks

    ptmarks

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    Thanks @Malbers, I'll give that a try. Looking forward to your realistic wolf release!
     
    Malbers likes this.
  50. ptmarks

    ptmarks

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    @Malbers Just a note, I have your Little Dragons: Sea but neither under my Assets list or in the Unity Asset Store do they show up under a search for Malbers. (I have to type Malbers Animations to find them). Not sure if there is a tag or something missing for that asset.