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Discussion in 'Assets and Asset Store' started by Malbers, Dec 22, 2015.
Comment this line on the Rider3rdPerson Script:
I dont know why I didnt think of that. Sorry for bothering you about that
Here's a sneak peak on the new update for HAP.
My little horse was my first asset and he deserves to be spoiled with new models and animations worthy of his reputation
Animations are awesome as always, but something is off with the connection between neck and torso. Looks like it was cut off and sewed together Might be just the texture tought because it's brighter there.
is a wrinkle on the neck on the normal map
from another angle looks normal
i missed the particle texture slot at first glance!
Hi,Is there a way to use weapons while not mounted?
HAP is focused on doing everything while mounted... the controller I provide for the Rider while he is on foot is just the same that comes from the standard assets... nothing fancy there.... That is why is best to combine HAP with Invector or Ootii's MC... they focus on Combat while is not on the horse
How Mount Multiple on horse and cart
and how AI mount work in it
Hi, can I ask why there are no meshes in the Rideable Animals/Creatures folder on your google drive or are these just meant as templates for third party assets?
Also I'm currently using the HAP on a project and would be curious if there is an estimated release date for the update?
HAP 3.1.7a and Unity 5.6.6 and Invector Shooter 1.3.0
Strange happenings when I have more than one horse in the scene.
Sometimes on dismount: The invector controller may not reactivate. The reins of one horse began to reference (stretch to) another horse. The HAP controller continued to move the horse with the character standing on the ground. On mount: I stand next to one horse,but end up mounted to the other horse. Stuff like that. But only when I have more than one horse.
Thanx for the info!
That is why Im working on a new update to add that feature
Emerald AI integration
They are ready prefabs that are set with the Mount script ...
You will need both assets on the project in order the make it work
Right now I'm working on the Models and New Animations, that they should be finish on March... then I will work on the New controller on April...
On May I will travel to Cuba
If everything goes well, when I return before may ends, it should be ready..
One thing at a time
Humm I think I found that one...
Here's the fix
if the problems continues please let me know
how we ride the rider on horse auto when horse near the rider
Humm that's a good one... do you mean without pressing the Mount Button?
I will add that to the new features
Those new horse models look really pretty, can't wait.
Is it possible to use UMA characters as the rider?
I can't get it to work.
I havent touch yet UMA .. I'm working on the controller and animations so I can work next on the integrations I have on queue
I would think HAP would integrate mainly with character controllers. Not sure how it would integrate with UMA, which doesn't have its own character controller. You would create an UMA and then have it mount the horse like any other character, using some sort of controller ... right?
The new saddle for HAP is finished!... the old one was getting out of fashion
Hi, can RFPS integration and you can do a tutorial please! Thanks
That integrations is on my to do list but it wont be ready until the new update for HAP is released
hello, does the integration of the game kit controller (gkc) from two cubes is in planning ??
Is there a way to put the hands of the rider flat on the animal? Not all animals have reins and it looks weird when the character still holds his hands in front of him in the air.
Edit: I also have run into another issue. I created several different characters and trying different mounted animals and when dismounting the animal, they all have the same issue that the foot seems to get "stuck" for a few frames, making the character jump up just before he touches the floor. (Already tried fixing with the Transform Animatin script) I assume it got something to do with the foot IK.
Every integration is planed after I finish the Horse Update
Unfortunately the animations are made for holding reins.... I believe you can do it via script but it can be a bit complicated.
Here are most of the new animations for HAP... all the jumps (Finally!) are improved... I have also added Strafe animations so YAY... and on the rider you will get ... Rifle, spears and throwables and some new Dismount animations
Now Back to work
Also Also the Poly Art Horse has now the Color4x4 Shader so you make new skins Right Inside Unity
@Malbers Do you know why I am getting this error when I dismount either a horse or Irval? I am using Invector Shooter 1.3.
rgumentException: Object of type 'UnityEngine.Object' cannot be converted to type 'UnityEngine.Transform'.
System.RuntimeType.CheckValue (System.Object value, System.Reflection.Binder binder, System.Globalization.CultureInfo culture, System.Reflection.BindingFlags invokeAttr) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.MonoMethod.ConvertValues (System.Reflection.Binder binder, System.Object args, System.Reflection.ParameterInfo pinfo, System.Globalization.CultureInfo culture, System.Reflection.BindingFlags invokeAttr) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.MonoCMethod.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
System.Reflection.ConstructorInfo.Invoke (System.Object parameters) (at <d7ac571ca2d04b2f981d0d886fa067cf>:0)
UnityEngine.Events.PersistentCall.GetObjectCall (UnityEngine.Object target, System.Reflection.MethodInfo method, UnityEngine.Events.ArgumentCache arguments) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:470)
UnityEngine.Events.PersistentCall.GetRuntimeCall (UnityEngine.Events.UnityEventBase theEvent) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:437)
UnityEngine.Events.PersistentCallGroup.Initialize (UnityEngine.Events.InvokableCallList invokableList, UnityEngine.Events.UnityEventBase unityEventBase) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:610)
UnityEngine.Events.UnityEventBase.RebuildPersistentCallsIfNeeded () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:780)
UnityEngine.Events.UnityEventBase.PrepareInvoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:816)
UnityEngine.Events.UnityEvent.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:53)
MalbersAnimations.HAP.Rider3rdPerson.End_Dismounting () (at Assets/Malbers Animations/Horse AnimSet Pro/Scripts/Rider/Rider3rdPerson.cs:189)
MalbersAnimations.HAP.DismountBehavior.OnStateExit (UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, System.Int32 layerIndex) (at Assets/Malbers Animations/Horse AnimSet Pro/Scripts/Animator Behavior/DismountBehavior.cs:67)
Is there a way to disable fall and align? I have no use for these and I don't want to be running the raycasts all the time. I tried setting the raycast field to zero but I just got a divide by zero error.
I figured out my issue... The next thing that happens is if I run into a building or tree, the Invector TPC camera gets all jacked up. Anyways to get it to always stay in the same positions?
That is why I'm working on a new controller... so you can easily enable/disable those unwanted raycasts.. as for now the solution is to go to the code and comment that sections:
I have running into that bug too... even without the horse... i'm still trying to figure out where is coming from sorry
Here's some news:
Today at midnight I'm travelling to Cuba for two Weeks to visit my family.. so I won't be around until May 19...
Unity's pages (store, forums, site ) are blocked on Cuba due to US Sanctions..
So ..if you need to contact me try reach me via email firstname.lastname@example.org, and when I get some Internet on my hands I'll try to reply.
I will try to keep working on the new controller while I'm there but with less intensity..
Here's a preview of the new Controller:
The beauty with it is that now you can Add/remove Enable/Disable features without affecting the main core controller
For example ... if you do not want your animal to Jump (Elephant) or your game does not have water (Swim), or you Do not need the Fly State... you can simply remove/disable those states) and make it a lot Simpler/Faster...
I've being studying all the Character controllers out there and I have being taking the best of all of them... The main Inspiration is the 3D game Kit from Unity. it is very simple, but elegant.
It will work with Humanoids as well (the Rider will use this new controller too).
It has also Gravity changes, and Planetary functionality. (for Mario galaxy type games)
It has less Animator Parameters
The Main Camera System will be now CINEMACHINE...
Unity version 2018.1 +
But at the end is the Same Animal Controller ... but Modular YAY
I have plans to Make the Controller a separated Asset and I will put it free .. that way it will be so much easier to Update the controller alone, than having it on each animal and updating all the animals every time I add a new variable.
Things are coming quite nicely and I'm really happy with the new controller ...
HAP would get a whole new face this year!!
I also have not forgotten the Pegasus and the Unicorn
I think that is all .
Enjoy your holiday!
Sounds awesome, @Malbers your controllers are still the best. Have a nice holiday! And don't forget, I need realistic animals
Btw HAP: Camels would also be nice for desert scenes
Hey, a fellow desert-setting dev! Especially if you're doing realist-style, there are several camels on the store already, and you can add the HAP integration to them pretty easily. I'm doing a stylized-low poly look, and picked up a recent camel asset in that style, which I'm planning to make mountable (caravan adventures FTW!).
Sorry if I might miss something. Have the same issue, commented out the line but the hash errors are still there and the animation is still off :c
I have migrated to 2019.1.1f1 and it was working well in 2018.2.14f1, could it be Unity missing something? I had issues with GAIA not being able to access package managers to resolve dependencies.
What happened to the ootti´s integration for the third person motion controller or how can i integrate horse animset pro into it?
Sorry, i found it.
Also i have some questions.
1. The bow is working when the character is walking but not on the horse. It do not appear if i push the number 2 key but i do not get an error. What should i check or do to get this to work.
2. If the character has also the shooter motion pack. How can it shoot with a pistol for example?
So if i have the bow equiped i use the bow but when i equiped the pistol i use it?
What would cause the horse to slide around when I'm mounted using invector?
Here's the solution for that problem
If we are talking about the disable ragdoll option. Not only is it checked but I have ragdoll disabled
Welcome back, Malbers! I hope you had a great vacation.
Thank you!!! I'm fully recharged!!
Then let's dive into it
Help me to see if I can reproduce the problem
- Which version of Unity are you using?
- Are you using the last version of HAP and Invector?
- Can you record a video showing the bug