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Third person cover controller

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

  1. jnbbender

    jnbbender

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    Start reading from a few pages back. You'll be up on the discussion.
     
  2. rrabassa

    rrabassa

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    Does it help configure an xbox controller?
     
  3. rrabassa

    rrabassa

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    I can seem to get the fire and scope inputs to work with an xbox controller - I've got all the others pretty well mapped out but not fire and scope. Any guidance?

    thanks,
    rich
     
  4. rrabassa

    rrabassa

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    Hello! I'm trying to get fire and scope (zoom) to work with my xbox controller and can't seem to get it to work. Looks like you may have solved this? I'm not a code person so not sure what your code sample actually does :)


    Thanks!
    Rich
     
  5. rrabassa

    rrabassa

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    Did you ever get a resolution to this? I'm having the same problem.

    thanks,
    rich
     
  6. Alex-Slavski

    Alex-Slavski

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    @EduardasFunka Hello I am having a little trouble setting up a top down controller for a single character running around. Is there a guide for setting that up or something like that? I tried adding a cowboy to the scene and just adding a TopDownInput script to it alongside the StrategyInput, but the whole thing just broke down after this.
    @Rahd what control methods do you use in your game? I seemed from your posts that you have a top-down game.
     
  7. Unplug

    Unplug

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    @Rahd i hate to repost, but you are my only hope

    To anyone that have added the update manager to improve performance as it was mention before. How have you successfully change the awake function. It return me an error when i add (following the included instruction)
    Code (CSharp):
    1.  
    2. protected override void Awake()
    3. {
    4. OverridableMonoBehaviour.Awake()
    5. }
    6.  
    function mentionning that it cannot inherit from overridablemonobehavior.
     
  8. umair21

    umair21

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    @Rahd @jnbbender and all others, I need help.
    Why enemies are not detecting my footsteps when I WALK. They only detects it when I start running. I want them to hear me when I walk and also when I run
    Please tell me if you know fix for this.
     
    Last edited: Jan 29, 2019
  9. rrabassa

    rrabassa

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    Where are the videos you posted?

    Thanks,
    rich
     
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  10. rrabassa

    rrabassa

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    I've been able to set up most of the controls but aim/scope and fire I can't seem to get to work. Have you been able to AshyB?
     
  11. satchell

    satchell

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    I didn't want to seem like I'm spamming. So any videos I make that are relevant to TPCS I'll add to my other video post on page 27.

    Sorry for the confusion.
     
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  12. rrabassa

    rrabassa

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    Brilliant! Thanks. I'm gonna give it a try tomorrow.
    -rich
     
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  13. Unplug

    Unplug

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    @rrabassa we all get that you are excited to make everything work, but i think you can condese your multiple subsequent post into a single and well structure post to avoid spamming the forum all the time. You fill up almost 50% of each page since 31
     
  14. rrabassa

    rrabassa

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    Sorry - I'll try to gather my thoughts better before posting.
     
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  15. throwrocks

    throwrocks

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    Hello, Im trying to set up an RPG launcher and a throwing knifes.

    Could you give me some advice to get these two style of projectiles
     
  16. Unplug

    Unplug

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    Well for the trowing knife you set the knife as a bullet and you just have to create your animation and stance. You could have your "gun" being set as the knife in your hand and you can decide to leave it on or turn off when you trow. Look at the "isreadytofire" state to detect the right condition when he is firing.

    For RPG set it as any gun i guess, you could add a coroutine to allow delay between fire. you need of course a new reload animation and a new fire animation...
     
  17. Camelot63RU

    Camelot63RU

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    I guess we are waiting for February 15 or longer, this is not bad, because the longer work goes, more stable asset will be. But, forgive me my curiosity, it is very interesting how things are. January is over and there is no news about the update.

    I apologize if I seemed annoying:(, but interest does not leave me.

    Sorry for google translation. Kepp waiting. ;)
     
  18. Niyazmohammad

    Niyazmohammad

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    Any instruction for Spawn Point and Search Area?
     
  19. throwrocks

    throwrocks

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    Hello all,

    I started playing around with converting the player controller to be able to ride a snowboard. At the moment i have the board as a colider with no friction. it seems to be working sliding but when i get to a flatter area the player control goes back to thinking its walking. Dose any one have a suggestion how to continue a slipping effect, The current setup when your forward motion trigger is stopped the player position stops.. I need the position to not try to stop, free to continue sliding base off the force direction.

    Cheers'
     
  20. Paul-Swanson

    Paul-Swanson

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    Just saw your mini map tutorial I'mma just swipe that. Since you've solved all the issues for me. Thx mate. I was getting stuck on children objects getting reassigned at runtime via charactermotor.cs. I can FINALLY move forward again.
     
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  21. Paul-Swanson

    Paul-Swanson

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    That's exactly the issue. I watched the animator during a test and exit simply isn't being triggered for whatever reason.
    I haven't been able to track down exactly WHY this is the case though. Once the proper location in the Motor is found simply tell it the correct animation trigger [EndMelee is true] should be enough to end the state. I know this is the case because if you get him in the frozen state then you press that in the parameters section of the animation he resumes correct functionality. Maybe its possible that with the upgrade the systems became faster and its now a timing issue...
    ?maybe? - it wouldn't be the first time iv seen this happen.

    I actually checked a version on 2018.2.10f and 2018.3.4f1 side by side and the ONLY difference I saw was the root motion not being checked by default. I even checked the animations regarding Melee side by side, and literally nothing in there was incorrect or out of sync.
     
  22. Rahd

    Rahd

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    so the issue is unity animation triggers get stuck sometimes due to :
    trigger set to true when there's a transition , or simply unity update bug . i tried to recreate this issue i could not :(
    i did a fix to a similar issue with crafting not sure if it will help in this case , it was to reset the trigger on the specific action . or simply reset all when the animator is stuck in a state
    using
    foreach(AnimatorControllerParameter p in _animator.parameters){
    if (p.type == AnimatorControllerParameterType.Trigger)
    _animator.ResetTrigger(p.name);
    }
     
  23. redoxoder

    redoxoder

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    hi
    any news for the next update ??
    thanks
     
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  24. throwrocks

    throwrocks

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    I think im having the same Melee getting stuck in the first swing.. Only have issues if im working in Unity 18.3.3 my previous Unity 18.2.6 had no issues. still trying to figure out why its sticks in the animation phase
     
  25. NickNovell

    NickNovell

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    Hello to all. As I asked before, I am trying to have the bullet interact with objects. I added a rigidbody to the bullet prefab but as the speed of the bullet is too fast, the objects that I shoot are not even move. If anyone can give me a solution, I would appreciate that. Thank you.
     
  26. Paul-Swanson

    Paul-Swanson

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    look back about 20 pages or so, several of us have provided methods to make this happen. If you take my Impact script or my Broken obect one then just put a ref to what your trying to make it do, it should work just fine.
     
  27. NickNovell

    NickNovell

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    Sorry but the only scripts that I found are your BreakablesDMGReceiver and explosion script. None of them answers my question. I don't want to put a script in every object of the thousands I have in my project.
     
  28. Paul-Swanson

    Paul-Swanson

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    The main reason you need to use a script is if you use rigid bodies like I tried initially, The projectiles mvoe very fast and the Colliders don't always get detected reliably. Which is why I HAD to rely on that Hit() method. if you can find a way around that, more power to ya...but you might find it a struggle.
     
  29. NickNovell

    NickNovell

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    So you think it's better to go with raycasting?
     
  30. Paul-Swanson

    Paul-Swanson

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    I think it would be more reliable. But you would need to put a force applicator or something g on every bullet that detects what it hits and applys said force to the rigid body it detects. It'll be more reliable than throwing rigid bodies. But that script would also need to detect what direction it came from to make it go flying at the correct angle.
     
    Last edited: Feb 8, 2019
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  31. DRIVER1ksa

    DRIVER1ksa

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    is the "multiplayer" coming this year ?
     
  32. jnbbender

    jnbbender

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  33. GeekBeard

    GeekBeard

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    Hi guys, have a question about aiming. tried searching in the thread if anyone asked that before. couldn't find:(

    I have a setup character (same on cowboy). I have gun, crosshair. All good. But there is one thing which I was wondering if possible to achieve:

    When aiming, character and pointing the gun follow the horizontal plane of the aiming but not vertical.

    Which makes for not a very nice effect of bullets flying from the horizontal gun - upward almost at 45 degrees if you aim high.

    Is it at all achievable to always align the gun with the aim line?
     
  34. Toby31

    Toby31

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    @EduardasFunka Hi how is the update going? I know you must be inundated with people asking you and very busy. Would be good to know how you are progressing. I tried to email you directly but did not get a response. Have been busy working on art assets etc before I start laying out levels but would like to get started on that soon and plan accordingly based on the update. With my last tests I found that A.I got confused with close proximity of cover colliders. Is this something that will be sorted in the next update? My concern is that if I lay out my level with cover colliders close together then I might have to overhaul the level if this is not sorted out. Would like to have combat in buildings and alleys :) If you could let me know if this is not going to happen I can make the spaces more open in the environment.
    Also will the A.I use tall cover in the update as with the current build it does not?

    Thanks
     
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  35. EduardasFunka

    EduardasFunka

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    Update coming slowly... We improved search how AI moves around covers how searching for player, how follows player if you hide from sight, tall cover bug fixed etc.. Now looks a lot better. Still no communication between AI need to redo some stuff before AI can communicate.

    Stuff that we need to do before beta.
    Communication (hard), AI grenades (easy), improve UI (hard), tutorials and documentation (medium).
    Also will push update for 2018.3 nest week, lots of comments from people about 2018.3 animator bug.

    Also AI needs some integration with other controllers if you would like to integrate with new unity FPS controller let me know will give you GitHub access.

    Goodluck,
    Ed
     
  36. f1chris

    f1chris

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    is the existing AI system will still be available or the node based one will completely overwrite the previous one.
     
  37. EduardasFunka

    EduardasFunka

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    Both versions will be available
     
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  38. webgrapx

    webgrapx

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    [QUOTE = "Camelot63RU, post: 3703558, miembro: 659384"] [MEDIA = youtube] yb4HzQk1opc [/ MEDIA]

    Still not fixed

    1. If I find the cover and space of spam, the character freezes in the air.
    2. Double-click on the movement button on high ground and the character can fly
    his old video, but 1.6 also works [/ QUOTE]

    I have the same problem, the character after jumping in a high place, it takes a lot of time to fall, I can not find how to solve it, the mass augmentation does not solve this.
     
    Last edited: Feb 14, 2019
  39. redoxoder

    redoxoder

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    helllo
    waiting the update for 2018.3 animator fix
    thanks
     
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  40. Niyazmohammad

    Niyazmohammad

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    Dialogue system asset works with this asset or not?
     
  41. EduardasFunka

    EduardasFunka

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  42. redoxoder

    redoxoder

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  43. Devision4

    Devision4

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    we really need a save system imho ... more then a advanced ai.
     
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  44. CraftyRaccoonStudio

    CraftyRaccoonStudio

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  45. namdo

    namdo

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    So I have a question. This controller looks really great but can the character around without using the camera? To explain, WHen i move forward the character moves forward, when i press back the character walks backwards instead. Can the character turn around when i press back instead of walking backwards?
     
  46. EduardasFunka

    EduardasFunka

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    Delete cached asset from unity download folder
     
  47. EduardasFunka

    EduardasFunka

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    You need to work on camera script to achieve that. Maybe we will add that feature in next update. Will try on Sunday.
     
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  48. Toby31

    Toby31

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    @EduardasFunka Hi Ed, thanks for the update on what you have been working on. :) have updated today in fresh project to test and had similar problem with character not moving in scene. If I apply root motion he does move and A.I moves when root motion is applied. but when jumping off ledges character floats in air like crouching tiger hidden dragon which is quite cool but not the desired effect I wanted.
    also have used unity 2018.3.6 and 2018.3.0.

    The melee punch animation freezes, cannot throw grenades or swing baseball bat, again with animation freezing. I see you mention to CraftyRacoonStudio to delete the cached asset from Unity download folder, do you mean the cache folder in the third person cover shooter library folder? (This is empty) or do you mean the hidden app data >local>unity>cache folder? (Have tried deleting both cache folders) Sorry if this seems like a dumb question but just unclear what you mean and where to find this cached folder?
    Will this fix these issues without having to tick on apply root motion?

    Keep up the good work. ;)
     
  49. Granheart

    Granheart

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    Hey all! Anyone managed to fix the animation stucks? Like melee and jump floating etc? :)) would be cool to use this asset with an updated unity.
     
  50. tr1stan

    tr1stan

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    I have exactly the same problem. Deleting the cache asset doesn't work for me.