Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here: unity.com/legal/terms-of-service.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice
  4. Join us on Thursday, September 29, for a day with Unity's SRP teams here on the forum or on Reddit, and discuss topics around URP, HDRP, and the Scriptable Render Pipeline in general.
    Dismiss Notice

Controller Third Person Templates by Invector

Discussion in 'Tools In Progress' started by Invector, Aug 20, 2015.

  1. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    3,937
    Hi there! So multiple questions here:
    • how to have particles emitter for damage emit from body parts upon collision. Right now I use specific colliders on body parts with the layer as body parts. they have the damage receiver and damage particle script but it still the main particle that is triggered (Main Game Object) emitting from the middle of GO
    • how to have a list of particles to be triggered randomly instead of just having one. This can get pretty boring to just have that one damage particle... I know there is a way to trigger a specific particle according to a certain damage type taken but here having a list for the basic standard one would be very much appreciated if possible.(or even a list for each specific damage type)
    • aiming is way too slow for some reason... already went on your forum where you answered a collaborator, the problem still persist even by changing the mentioned variable.
    • problem with crouching, when crouching and aiming the camera goes pretty much on floor level...Not sure how to fix this issue.
    • how can I manage to use non humanoid enemies as Shooter/melee AI. They have a mecanim generic rig. Is there a way to Bypass that humanoid rig limitation / requirement? I own your FSM AI Add-On, would that do the trick?
    Very much looking forward to the release of that amazing looking cover system! any ETA on that?

    Thanks for your time.

    All the best,
     
  2. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    Questions 1 and 2, I'm not sure I understand your question but it looks like you want to apply damage using several particles, try watching this tutorial:


    3- The SlowAiming issue is still a mystery to us, please send more info such as your Unity and Template Version, Vsying on or off, the value of the IK Settings, at inv3ctor@gmail.com

    4- That's pretty simple, just increase the Height value of the camera state AimingCrouched

    5- Take a look at our Generic FSM AI video tutorial
     
  3. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    3,937
    Hi there and thanks for answering back. I created the same thread on your forum. If you don't mind copy pasting your answer in that thread as well to help your users who are only using the Invector Forum.

    1&2 I'll explain what I meant in that thread mentioned above. You didn't understand what I meant

    3- I'll do that thanks.

    4- This solved the issue! Perfect! :)

    5- Great! that's all I wanted to hear! :)
     
  4. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,184
    @rosor You won't be lacking character models :D:D
     
    PROTOFACTOR_Inc likes this.
  5. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    3,937
    solved the slow IK aiming adjust like a big boy on my own. It was related to the duration of the aiming animation. This animation just need to be an aiming pose that last only 1 frame. Using an actual animation that last longer make the algorithm to compute over that duration
     
  6. ml785

    ml785

    Joined:
    Dec 20, 2018
    Posts:
    74
    Is the Invector Controller rigidbody-based? Can you use Invector if you want a Rigidbody-based character?
     
  7. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    Yep!
     
    ml785 likes this.
  8. OldGamer

    OldGamer

    Joined:
    Apr 20, 2015
    Posts:
    7
    Help me, please

    InvectorJoystick not work on mobile (android)
    It is seem OnDrag not called.
     
  9. JustFly51

    JustFly51

    Joined:
    Jan 13, 2021
    Posts:
    1
    Hello, i just imported Shooter kit and then import AI
    Assets\Invector-3rdPersonController\Basic Locomotion\Scripts\CharacterController\vThirdPersonMotor.cs(960,46): error CS1061: 'Animator' does not contain a definition for 'GetNormalizedTime' and no accessible extension method 'GetNormalizedTime' accepting a first argument of type 'Animator' could be found (are you missing a using directive or an assembly reference?)

    Please help
     
  10. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    Hi. Ive been using Shooter for a long time. I also use Inventory Cog to equip vWeapons both melee and range. One issue has arisen. When I equip a musket, everything works fine in runtime at first, but if I open the inventory a second time and equip a "skinned mesh", say a shirt or socks, the Fire stops working. Aim works, but no bang. All because we applied a skinned mesh to the vController character. What can I do to get the fire working again. I am stumped.
     
    Last edited: Aug 20, 2021
  11. Empereur7

    Empereur7

    Joined:
    Apr 7, 2018
    Posts:
    65
    Excuse me really I tried to watch your DemoScene but I could not understand the system, how to do when my character touches another weapon it changes the animation Idle or Pose combat and also they change the animations of attacks? Thank you for all your answers
     
  12. WILEz1975

    WILEz1975

    Joined:
    Mar 23, 2013
    Posts:
    367
    Hi, in the Simple AI, is possible set a specific single point like a waypoint? Is there already a function to do it?
    I would like than in a certain situation, my AI go towards at a specific location (a dynamic Vector3) that is not in the list of waypoints.

    Another thing. What are the PatrolSubPoints? How is it different from normal WayPoints status?
     
  13. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    I use the vGameController. It works fine. Question: How do I relocate the spawn point during run time?
     
  14. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    You can use a simple trigger, when the player enters the trigger it changes the spawnpoint to that trigger position
     
    wood333 likes this.
  15. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
  16. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    Thank you. I did get the same answer from the Discord a while back, BUT, there's a catch. My version of shooter does not have that method, so if I recall correctly, I downloaded only the vGameController from a more recent version of Shooter. That worked. And I did use the vSimpleTrigger, too.
     
  17. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    549
    is the invector controller only third person? or there is any plug in to FPS?
     
  18. ahmedarsalanshahid

    ahmedarsalanshahid

    Joined:
    Feb 16, 2020
    Posts:
    1
    Is there any way we can stun or knockdown the character instead of dying? In a game I'm making the player can't be killed but is instead knocked down
     
  19. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    There is a free add-on created by the user sjmtech
    https://invector.proboards.com/thread/41/free-first-person-camera-add

    Sure just make sure to uncheck the option "Remove Components After Die", when you add health again the character will stand up
     
  20. Empereur7

    Empereur7

    Joined:
    Apr 7, 2018
    Posts:
    65
    how i can display the energy of an enemy on the screen and not on his head, display the energy like that of the Player on the screen??
     
  21. barbamix

    barbamix

    Joined:
    Apr 6, 2018
    Posts:
    9
    Please help. I'm using Unity 2020.3.32 with latest 2.6.1b Template.

    Only Basic Locomotion. When I hit Play mode the Cursor is not locked !

    I have to press ESC and click again on the scene to make it locked. It has become very annoying.

    Is this a bug or something because I have tried to add Cursor.lockState = CursorLockMode.Locked; in Start() method and it doesnt help.

    Do options for cursor from Input Manager work properly?



    Cursor is not visible but in the background it is active and is able to click in Windows and Unity.
    I'm tired of pressing ESC and click on the scene again to make it locked

    EDIT: I have also noticed that first time it works properly, but every every other time when enter play mode it doesnt.
     
  22. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    Hey guys, it's that time of the year again

    Here is the 2021 Made with Invector Showcase!

    Thank you everyone that continues to support our work over the years and to new users that are creating amazing projects!

     
  23. Waqas123

    Waqas123

    Joined:
    Jul 21, 2017
    Posts:
    2
    Hi there the player stop picking collectable items after I import FSM AI with Shooter template. Is it a bug or I am doing something wrong. I am using the latest versions of both packages. Although it works fine if I don't import FSM AI.
     
  24. legoawsomness44

    legoawsomness44

    Joined:
    Jul 3, 2020
    Posts:
    1
    Hi, Ive been trying to make a splitscreen game using Invector, but when I duplicate the player and go into playmode both third person camera delete themselves.
     
  25. evilkoolade

    evilkoolade

    Joined:
    Aug 31, 2018
    Posts:
    1
    I'm trying to make a platform game with invector and i follow the youtube tutorial for getting started but my character disappears on play
     
  26. matzomat

    matzomat

    Joined:
    Mar 4, 2018
    Posts:
    58
    Hey Guys,
    I'm using invector in combination with a procedurally generated level. I have to rebuild the NavMesh during runtime and whenever I do that, all AI characters die! Ideas?
    The important part of the code:
    Code (CSharp):
    1. NavMeshData built = NavMeshBuilder.BuildNavMeshData(set, p, new Bounds(Vector3.zero, NavBounds), Generator.transform.position, Generator.transform.rotation);
    2.                 NavMesh.AddNavMeshData(built);
    May I add that setting them as immortal doesn't help?
     
    Last edited: Jul 25, 2022
  27. DrMeatball

    DrMeatball

    Joined:
    Nov 21, 2021
    Posts:
    40
    Hey Invector, just wanted to drop a line that I updated my recent review to 5 stars. 3rd Person is fantastic, the new Input Manager is just causing me so much grief. Apologies, my frustration is not with you :)
     
    Invector likes this.
  28. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    484
    I have a question not specifically about Invector Controllers but the standalone footstep system. My character will only make dust cloud particles on every couple of steps or if they are in a crouched state. I'm trying to figure out what exactly could be causing this weird behavior. It works on the test prefabs it comes with so it's something to do with my character but i'm not sure what.

    Any advice on how to narrow this problem down would be tremendous help!
     
  29. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    Check your FootStep Sphere Trigger you can adjust the height and size to better collide with the terrain.
    You can also use AnimationEvents to trigger instead of OnEnterTrigger which can miss a collision if your animation doesn't reach the surface
     
  30. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    484
    I've done both to different degrees of success. Changing the position and size of the colliders helped a little bit and when doing so I noticed it activating on my jump. It didn't dawn on me until now writing this that it's probably colliding with one of my characters colliders. If so, silly mistake on my end.

    I did try the animation events approach but found out it doesn't work too well with blend trees. Animation events continue to be fired off in idle even when not moving. Nothing wrong with your system, just a unity thing. I could always make my idle a separate state from the blend tree if it comes down to it I guess. Just a little bit of extra work setting up my animator spider web of transitions.

    Thank you for the response! It got me thinking a bit.
     
  31. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    958
    We did a workaround for the blend tree issue, if you open the script the PlayFootStep method has a verification:

    if (evt.animatorClipInfo.weight > 0.5)

    0.5 is the value we though worked well for our default blend tree but if you're having issues try adjust this value and testing for your case
     
    Rin-Dev likes this.
  32. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    484
    I don't know what I was doing wrong the first time or what I changed between that test and now but PlayFootStep method is working great! Thanks for the helpful responses.
     
    Invector likes this.
unityunity