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Third person cover controller

Discussion in 'Assets and Asset Store' started by EduardasFunka, May 23, 2017.

  1. Unplug

    Unplug

    Joined:
    Aug 23, 2014
    Posts:
    174
    on PC the control is whatever you like. You change that in input setting and the code is pretty easy to read and change.
    and yes the mobile version come with the asset
    don't know how many AI you can have at the same time. It will probably be more limited by the AI geometry being displayed at the same time than the code itself.
     
    secondsight_ likes this.
  2. Rahd

    Rahd

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    May 30, 2014
    Posts:
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    1 - on a low poly model with same mat and props and terrain about 4-8 before dropping to less than 60 fps more if you use pooling (new update could push it to 20 or even more)
    2 - you can use that just change the camera angle
    3- yes
     
  3. secondsight_

    secondsight_

    Joined:
    Mar 2, 2014
    Posts:
    125
    Thanks. Sold !
    I will give it a try. If not for the mobile game then sometime for something else. The package itself looks like fun :p
     
    Rahd likes this.
  4. Rahd

    Rahd

    Joined:
    May 30, 2014
    Posts:
    255
    After days of trying to make the camera Rotation , i kinda make it work without dropping the MobileCamera script , since it does ui enemy health bar
    if anyone interested in Drag camera rotation button for phones
    it's not perfect :/ would appreciate it if someone could fix the rotation bug .
    7 and - 7 is the offset limit so if your camera have a value of 10 or 20 ... just change 7 and - 7 to 10 and -10

    to make it work create an image UI and put it in the center
    then add the script to it .
    upload_2018-4-18_1-24-7.png

    here is the script .
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEngine.EventSystems;
    4.  
    5.  
    6. public class Camerarotator :   MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {
    7.  
    8.    
    9.     Vector3 startPosition;
    10.     public  Camera  Camera;
    11.     public   CoverShooter.MobileCamera MainCamera;
    12.    
    13.    
    14.  
    15.     #region IBeginDragHandler implementation
    16.  
    17.     public void OnBeginDrag (PointerEventData eventData)
    18.     {
    19.  
    20.        
    21.  
    22.  
    23.  
    24.  
    25.  
    26.  
    27.        
    28.         startPosition = transform.position;
    29.    
    30.  
    31.         GetComponent<CanvasGroup> ().blocksRaycasts = false;
    32.  
    33.  
    34.  
    35.  
    36.  
    37.  
    38.  
    39.  
    40.  
    41.     }
    42.  
    43.  
    44.  
    45.  
    46.  
    47.  
    48.  
    49.  
    50.  
    51.  
    52.  
    53.  
    54.  
    55.  
    56.  
    57.     #endregion
    58.  
    59.     #region IDragHandler implementation
    60.    
    61.     bool reachlimitnegative =false ;
    62.     public void OnDrag (PointerEventData eventData)
    63.  
    64.  
    65.     {  
    66.         if (MainCamera.CalmOffset.x >= 7 && MainCamera.CalmOffset.z  >= 7) {
    67.  
    68.             reachlimitnegative = true;
    69.        
    70.         }
    71.         if (MainCamera.CalmOffset.x  <= -7 && MainCamera.CalmOffset.z  <= -7) {
    72.  
    73.             reachlimitnegative = false;
    74.  
    75.    
    76.         }
    77.  
    78.  
    79.  
    80.  
    81.         transform.position  = new Vector3 (eventData.position.x ,transform.position.y,transform.position.z) ;
    82.  
    83.    
    84.  
    85.         Debug.Log (reachlimitnegative);
    86.          
    87.         if (Mathf.Sign (transform.position.x - startPosition.x) < 0) {
    88.             if (MainCamera.CalmOffset.x >= -7 && MainCamera.CalmOffset.x < 7) {
    89.                 if (reachlimitnegative == false) {
    90.                     Debug.Log ("1");
    91.  
    92.                     MainCamera.CalmOffset.x = MainCamera.CalmOffset.x - (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    93.                 }
    94.  
    95.      
    96.  
    97.             } else if (MainCamera.CalmOffset.z >= -7 && MainCamera.CalmOffset.z < 7) {
    98.                 Debug.Log ("2");  
    99.                 if (reachlimitnegative == false) {
    100.                     MainCamera.CalmOffset.z = MainCamera.CalmOffset.z - (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    101.  
    102.                 }
    103.      
    104.  
    105.  
    106.             }
    107.             if (MainCamera.CalmOffset.x > -7 && MainCamera.CalmOffset.x <= 7) {
    108.                 if (reachlimitnegative) {
    109.                     Debug.Log ("3");
    110.                     MainCamera.CalmOffset.x = MainCamera.CalmOffset.x + (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    111.                 }
    112.  
    113.  
    114.  
    115.             } else if (MainCamera.CalmOffset.z > -7 && MainCamera.CalmOffset.z <= 7) {
    116.                 if (reachlimitnegative) {
    117.                     Debug.Log ("4");
    118.                     MainCamera.CalmOffset.z = MainCamera.CalmOffset.z + (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    119.                 }
    120.  
    121.  
    122.  
    123.             }
    124.  
    125.         }else      
    126.             if (Mathf.Sign (transform.position.x - startPosition.x) > 0) {
    127.  
    128.                 if (MainCamera.CalmOffset.z > -7 && MainCamera.CalmOffset.z <= 7) {
    129.                     if (reachlimitnegative) {
    130.                         Debug.Log ("4");
    131.                         MainCamera.CalmOffset.z = MainCamera.CalmOffset.z - (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    132.                     }
    133.  
    134.                 } else if (MainCamera.CalmOffset.x > -7 && MainCamera.CalmOffset.x <= 7) {
    135.                     if (reachlimitnegative) {
    136.                         Debug.Log ("3");
    137.                         MainCamera.CalmOffset.x = MainCamera.CalmOffset.x - (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    138.                     }
    139.  
    140.  
    141.  
    142.  
    143.  
    144.                 }
    145.                 if (MainCamera.CalmOffset.z >= -7 && MainCamera.CalmOffset.z < 7) {
    146.                     Debug.Log ("2");  
    147.                     if (reachlimitnegative == false) {
    148.                         MainCamera.CalmOffset.z = MainCamera.CalmOffset.z + (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    149.  
    150.                     }
    151.  
    152.  
    153.                 } else if (MainCamera.CalmOffset.x >= -7 && MainCamera.CalmOffset.x < 7) {
    154.                     if (reachlimitnegative == false) {
    155.                         Debug.Log ("1");
    156.  
    157.                         MainCamera.CalmOffset.x = MainCamera.CalmOffset.x + (Mathf.Sign (transform.position.x - startPosition.x) * 0.5f);
    158.                     }
    159.  
    160.  
    161.  
    162.  
    163.                 }
    164.  
    165.             }
    166.      
    167.            
    168.      
    169.  
    170.  
    171.  
    172.    
    173.  
    174.    
    175.  
    176.  
    177.  
    178.  
    179.         if (MainCamera.CalmOffset.x < -7) {
    180.             MainCamera.CalmOffset.x = -7;
    181.         }
    182.         if (MainCamera.CalmOffset.x > 7) {
    183.             MainCamera.CalmOffset.x = 7;
    184.         }
    185.         if (MainCamera.CalmOffset.z < -7) {
    186.             MainCamera.CalmOffset.z = -7;
    187.         }
    188.         if (MainCamera.CalmOffset.z > 7) {
    189.             MainCamera.CalmOffset.z = 7;
    190.         }
    191.     }
    192.  
    193.     #endregion
    194.  
    195.     #region IEndDragHandler implementation
    196.  
    197.     public void OnEndDrag (PointerEventData eventData)
    198.     {
    199.         GetComponent<CanvasGroup>().blocksRaycasts = true;
    200.  
    201.        
    202.            
    203.  
    204.        
    205.  
    206.  
    207.  
    208.         transform.position = startPosition;
    209.        
    210.     }
    211.  
    212.  
    213.  
    214.     #endregion
    215.  
    216.  
    217.  
    218. }
    219.  
     
  5. angel_m

    angel_m

    Joined:
    Nov 4, 2005
    Posts:
    1,126
    The asset description says you can make modifications easily but it is not true, at least with some element so important as the camera, animation-movement speed and others. About movement speed, it needs to be independent of animation speed. In other case when increasing the speed value, the result is not realistic (the effect is as Buster Keaton old movies).
    The author said he was going to include a force multiplier to help on this but later nothing has been announced.
     
  6. Rahd

    Rahd

    Joined:
    May 30, 2014
    Posts:
    255
    I agree speed/anim is a pain ...
    I made a small cheap script to make things better
    go to CharacterMotor

    Add "public float extraV=1;" to the script .

    then in the last line of LateUpdate() add :


    _body.velocity = new Vector3 (_body.velocity.x * extraV, _body.velocity.y, _body.velocity.z * extraV);

    Please try it and see if it works so the dev will add a more useful script that works with jump cover ... ect . this one cover only walking and run ...
    Results :
    first 16 sec = before , then after
     
    EduardasFunka and angel_m like this.
  7. GWStudio

    GWStudio

    Joined:
    Sep 27, 2016
    Posts:
    100
    hi .. how did u do it ??!!
     
  8. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    196
    Yes I have the same request.

    If any user has integrated this or or the developer knows how to get thus asset to work with RFPS could they help with details please?

    I have been following this asset since the begging.

    Been developing a shooter with Unity and RFPS for two and a half years and have a big investment to date with it. I have 22 levels running and hope to reach at least 40. Happy with RFPS in the main due to its large feature set and additional features I have integrated to date so don't really want to start afresh from scratch with a new system/controller. That would be out of the question.

    However one of the things I want to update is the AI. Tried some other assets and looked at all closely and they are not an option for one reason or another.

    If I could get some or all of this asset working with RFPS I would buy it. I would like to be able to use the Non Player NPC features in particular from this asset and integrate with RFPS if possible and/or replace the RSPS Player too but I don't want to loose all the features I have now that this asset does not provide for. e.g. swimming, climb ladders, drive vehicles which RFPS has or I have added additionally to date :)

    Thanks.

    Peter
     
    GWStudio likes this.
  9. angel_m

    angel_m

    Joined:
    Nov 4, 2005
    Posts:
    1,126
    It works well, except when jumping. In this case the character starts flying as the jump force-movement is much increased and out of control. I had to add:

    if (_isGrounded)
    _body.velocity = new Vector3 (_body.velocity.x * extraV, _body.velocity.y, _body.velocity.z * extraV);

    Thanks for your help.
     
    Last edited: Apr 19, 2018
    Rahd likes this.
  10. GWStudio

    GWStudio

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    Sep 27, 2016
    Posts:
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    I hope the developer @EduardasFunka do integration tutorials with RFPS
     
  11. FusionSticc

    FusionSticc

    Joined:
    Mar 16, 2014
    Posts:
    49
    I replaced the cover anims with those of Kubold's animset, however, I now have problem where the AI face the wrong direction when in cover (they face towards wall instead of back against wall)


    https://ibb.co/bvqqTc
     
  12. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    461
    upload_2018-4-23_8-59-44.png

    Update on 1.5
    it's another big update lots of changes to a controller and to AI. The more features we add it takes more time to polish them. We can see light at the end of a tunnel finally.! but we do need to polish AI more.

    So with this update, you will get AI teams fighting each other or AI allies to help you.
    AI can use some new abilities (heal, smoke bomb, toxic grenade, increase teams damage etc)
    AI is a little smarter how it fights and it uses a lot fewer resources.
    The controller feels a lot smoother it was a really needed cleanup (You know how you spend 90% of the time to finish 10% of work that's what we did with controller and camera I hope you will like it.)
    We finally added speed multiplayer that you guys asked for. We happy that you ask for features and give us ideas what is needed for your games. So please don't stop post what is needed in your game.
    And we made a lot more complicated level that we would like to share with you in couple days.

    We really would love to give you guys more and better-polished features, we believe that we can make AAA controller for small studios and individual developers but its only 24 hours a day and we need to find more hours to make those features faster for you. (mele combat, bow, shield, climb, swim, swing, inventory, multiplayer, better AI and UI, integration with other popular assets etc)

    So I was thinking about other sources of revenue to be able to hire help and boost development speed of the asset and I would like your feedback on that.
    One source would be patreon.com where patrons would get access to our GitHub and get daily fixes and updates, could get some hours of our premium support to help with their projects and have a say in what features we should implement first. That way we would be like a small part of your game team and would not cost that much at all.

    Tell me if you like an idea and what would be a reasonable donation to help boost development of the controller.

    Thanks
     
    Toby31, AshyB, Ophtalmic and 6 others like this.
  13. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    461
    Try rotate 90 or 180 degres and try with "bake into a pose with original orientation option"
    upload_2018-4-23_9-28-26.png
     
    FusionSticc likes this.
  14. FusionSticc

    FusionSticc

    Joined:
    Mar 16, 2014
    Posts:
    49
    Thank you! Can't wait for 1.5 :)
     
  15. f1chris

    f1chris

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    Sep 21, 2013
    Posts:
    262
    New 1.5 looks very promising.

    So the check is in the mail and we should get it soon !!?? oh i mean, is it submitted to the store yet ?? ;-)
     
  16. Devision4

    Devision4

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    Jan 12, 2013
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    patreon sounds great if only patreons get the updates. I dont want to pay for others ;-)
     
    Rahd likes this.
  17. f1chris

    f1chris

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    I'm with you on that one !
     
  18. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
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    Not submitted yet, its final pass on bug fixing. I hope this week I will submit. Or will open beta for those who can't wait.
     
  19. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
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    I am thinking that patrons will get daily updates (access to github means 2-3 updates a day) premium support and vote on next set of features but an asset at the end of patch cycle will end up in the asset store.
     
    f1chris likes this.
  20. f1chris

    f1chris

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    Sep 21, 2013
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    those like me ;-)

    It's gonna be a pretty hard job (went pretty far in the customization) on my side to integrate the new version but i think it will worth it.

    Anytime you want someone to Beta test or early access, let me know, I'm in !!!
     
  21. FusionSticc

    FusionSticc

    Joined:
    Mar 16, 2014
    Posts:
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    Hello, back again. Is there way to enable root motion if adding Idle to Cover? That way it is smoother transition instead of just instantly going into cover anim
     
  22. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    461
    In the new version we blend closer you get to cover it goes -run to crouch- crouch to cover. Its like if you press ctrl before entering cover in 1.4 looks and feels a lot better.
     
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  23. Rahd

    Rahd

    Joined:
    May 30, 2014
    Posts:
    255
    patreon sounds good but , i would advise that you finish this one , then make a new asset item for new features and sell it as an upgrade. excited about the new up :)
     
    AshyB and f1chris like this.
  24. NaumanShah

    NaumanShah

    Joined:
    Jun 2, 2015
    Posts:
    3
    Hi, Anyone can you send me the link of your game you have made using Third Person Cover Controller kit? I want to see how much this kit has potential. Thanks
     
  25. Rahd

    Rahd

    Joined:
    May 30, 2014
    Posts:
    255
    ammo , you can make a script for tracking in game items and stats . and make a global type of ammo
    example pistol ammo . rifle . sniper ... ect
    and specify what gun is gonna use , and on equip gun you push those values to the active gun .
     
  26. AshyB

    AshyB

    Joined:
    Aug 9, 2012
    Posts:
    153
    Awesome news on the coming update 1.5. I look forward to trying it. I'm holding off on development until it comes out.

    I told you from the start you should of released "add-on modules" to go with this package :)

    For example, the third person controller should be just the controller and camera. So you can walk, run, climb, cover, look around .etc with minimal extras, like just a basic UI, two different weapons, so it's basically just the bare bones controller and camera setup. So people can use it and expand on it if they desire. No AI, no inventory, no weapon customization. That way people can just use the controller with their own or existing setups. The way things are for me now is the controller asset is so changed that I'm not even going to bother updating until 1.5 comes out and then I'm just going to rip everything out and start fresh (I haven't updated since 1.3).

    Then you release a separate AI addon for X dollars.

    Then you release an inventory addon with the weapon customizations, loot .etc for X dollars.

    Then you release a swimming addon for X dollars.

    Then you release a vehicle driving addon for X dollars.

    Then you release a multiplayer addon for X dollars.

    Then you release new character types, like a stealth character, or a mage addon for X dollars.

    Then you release new animation interactions, like opening and closing doors .etc addon for X dollars.

    This way you can separate your project files, focus on only one thing at a time, you also get a better understanding of how to build things more modular because you have to think how your going to make the addon fit in your current design much like how the end user would fit another similar package into yours the same way. And if people don't want a certain feature like AI because they don't need it, then they don't have to buy it. There's nothing worse than wanting only a part of a fantastic package and end up having this one big download with scripts intertwined everywhere. Or avoiding buying a package for that one feature because you don't want to pay a lot of money for a bunch of stuff you don't need.

    The way things are now, your AI is good enough to be its own asset package. Even now you could change the current package so its just the controller, put the AI in another package on the store and give all current owners coupons or whatever for the AI package. Then do the same with any future releases like multiplayer .etc So everyone who's already bought the asset at this point, still get everything you've promised, but all new customers have to buy the modules separate.

    Personally if the base package is good, I tend to buy all the extras anyway because it all comes in handy eventually.

    Patreon I don't know, because I can see it getting to a point where if nothing gets updated people will start thinking "what am I paying for?". You know how it is, you go AFK from the forums for a week for whatever reason and people cry "its abandoned!" :p For me personally, it would be "there, just finished implementing all the new updates. Oh wait, look, there's some new ones. Hmm... do I really want to redo a bunch of stuff again?". So I'd be tempted to update all the time but know I'd probably have a bunch of re-work to do and then just avoid doing it until the end of the patch cycle anyway....

    Still, really looking forward 1.5 (hope it comes out this week) and I'd like to support you anyway I can because the quality of your work is worth it in my opinion.

    Your work inspires me to do mine.
     
    EduardasFunka and Rahd like this.
  27. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    461
    This way I need a farm of testers to check if something is broke in any of my addons. Right now we operate that we spend less time on asset management and more on new features it had benefits because we can push features faster.

    btw I plan to release just AI once its solid (need a better user interface to set up and track AI)
    Thanks for the feedback!
     
  28. IndieGeek

    IndieGeek

    Joined:
    Sep 30, 2016
    Posts:
    16
    Wow Kudos!

    BTW please update your project with latest unity version!
     
  29. AshyB

    AshyB

    Joined:
    Aug 9, 2012
    Posts:
    153
    The people are your best testers, use 'em. Don't worry, they'll let you know right away if something doesn't work ;)
     
  30. Rahd

    Rahd

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    May 30, 2014
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    BTW your asset is popping up alot on sites and torrentzz for free .
     
  31. EduardasFunka

    EduardasFunka

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    Oct 23, 2012
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    maybe people who try it will buy one day.
     
    BBLOCK_Interactive likes this.
  32. Rahd

    Rahd

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    May 30, 2014
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    that's a lovely attitude cheers man :)
     
  33. Rahd

    Rahd

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    May 30, 2014
    Posts:
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    try removing using UnityEditor; from AISight class ? it should work
     
  34. Rahd

    Rahd

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  35. Unplug

    Unplug

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    Aug 23, 2014
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    174
    the support from you is one very good reason to buy... people sometimes just try with torrent. you deserve people to buy it. will update to 1.5 too... here we go again, readding all the custom code again lol
     
  36. Rahd

    Rahd

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    May 30, 2014
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    drawFOV() in AISight has nothing to do with AISearch.cs:
    all the variables in drawFOV() are used to draw where the AI is looking in the engine not the build of the game.

    that error is a bug with the navmesh and Ai , where the AI is trying to avoid you by going back but there is a wall ...
    you can play with the colliders and collision detection radius.
    all scripts do throw errors , the only way to stop errors for example is to add a try /catch statement , when you finish making your game.
     
  37. Devision4

    Devision4

    Joined:
    Jan 12, 2013
    Posts:
    1,330
    no 1.5 news???
     
  38. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    461
    Its close if you really can't wait I will send beta in 2 days to anyone who wants to try. And I hope we will not find anything major so we can send to store early next week.
     
  39. Devision4

    Devision4

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    Jan 12, 2013
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    yes please send me beta :D
     
  40. DeltaTech

    DeltaTech

    Joined:
    Oct 18, 2016
    Posts:
    6
    I would love to try it too
     
  41. MastermindInteractive

    MastermindInteractive

    Joined:
    Jun 13, 2014
    Posts:
    86
    I’d like to try out the Beta too.
     
  42. ChillyMcChill

    ChillyMcChill

    Joined:
    Nov 17, 2016
    Posts:
    57
    No multiplayer?
     
  43. Pollawat

    Pollawat

    Joined:
    Aug 27, 2016
    Posts:
    158
    First, I'm not good at English so sorry about that.

    Now, I got a question about a character animation.



    As you can see in the video a "Sprint" animation look very weird while armed (Legs). When unarmed it looks normal but weird when armed. I test this and try to replace with another animation (5 animations tested) but the result is the same is the legs look like spreading out somehow. Where can I fix that?
     
    Last edited: May 2, 2018
  44. Rahd

    Rahd

    Joined:
    May 30, 2014
    Posts:
    255
    i had the same problem before , character rigging and bones is the issue , even if it works perfect with other animations
    you can adjust the avatar and limit the legs , or change the animation with mixamo.com rifle sprint
     
  45. redchurch

    redchurch

    Joined:
    Jun 24, 2012
    Posts:
    62
    I would pay more to have melee and ragdoll support accelerated in the roadmap, as those two features would really complete the product for me.
     
  46. Pollawat

    Pollawat

    Joined:
    Aug 27, 2016
    Posts:
    158
    How can I do that? Please help, I mean we can adjust with Unity right?
    Sorry, I'm foolish more than you think.
    //---------------------------------------------FIXED----------------------------------------//

    picture link : https://www.picz.in.th/image/YpNraW

     
    Last edited: May 3, 2018
  47. Pollawat

    Pollawat

    Joined:
    Aug 27, 2016
    Posts:
    158
    I got another question sorry, I'm stupid.



    When I using scope the camera will move into character head and the result is not quite good. How can I config that? I mean at least move it out of the head.
     
  48. uberwiggett

    uberwiggett

    Joined:
    Jun 26, 2015
    Posts:
    95
    Grabbed the asset during the sale as I've been interested in it for a while. Using unity 2017.3 and the animations on the controller are still a bit rough with blending, hopefully 1.5 will fix some of that transition to cover. But I am having a huge problem with the mobile scene, whenever I shoot, the bullet tracer line starts at world 0,0,0 and then moves to the muzzle of the gun and fires straight. As a result, I end up with a v pattern to the tracer fire, it makes it hard to actually concentrate on where you are firing.

    After some testing I noticed that the "aim debug" feature gives me a red line from the muzzle of the weapon, and a green line from the world 0 point. Has anyone else had this issue? I can't seem to find any way to move it back to the player.
     
  49. Pollawat

    Pollawat

    Joined:
    Aug 27, 2016
    Posts:
    158
    Hello, I got a serious problem with the aiming system with multiple mesh custom in character.



    I spend 2 days find why is this thing still happen in some character and some not, the hypothesis is if the character has LOD or mesh object more than 1 prefab this problem will happen. The serious problem is after spending a lot of time design the game prototype with this template I only use a simple character with one mesh prefab. Now, I try to adapt to a real using character most of them got more than 2 piece prefab and it does not work correctly at all.

    Please help, please...

    ps. I'm stupid and not good at English either, sorry about that.
     
  50. MastermindInteractive

    MastermindInteractive

    Joined:
    Jun 13, 2014
    Posts:
    86
    Any updates on 1.5 or 1.5 beta?