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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:
    4,052
    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! :)
     
  2. SickaGames1

    SickaGames1

    Joined:
    Jan 15, 2018
    Posts:
    1,268
    @rosor You won't be lacking character models :D:D
     
    PROTOFACTOR_Inc likes this.
  3. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,052
    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
     
  4. ml785

    ml785

    Joined:
    Dec 20, 2018
    Posts:
    119
    Is the Invector Controller rigidbody-based? Can you use Invector if you want a Rigidbody-based character?
     
  5. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    Yep!
     
    ml785 likes this.
  6. OldGamer

    OldGamer

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

    InvectorJoystick not work on mobile (android)
    It is seem OnDrag not called.
     
  7. 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
     
  8. 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
  9. 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
     
  10. WILEz1975

    WILEz1975

    Joined:
    Mar 23, 2013
    Posts:
    374
    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?
     
  11. 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?
     
  12. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    You can use a simple trigger, when the player enters the trigger it changes the spawnpoint to that trigger position
     
    wood333 likes this.
  13. Invector

    Invector

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    Jun 23, 2015
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    966
  14. 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.
     
  15. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    573
    is the invector controller only third person? or there is any plug in to FPS?
     
  16. 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
     
  17. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    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
     
  18. 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??
     
  19. barbamix

    barbamix

    Joined:
    Apr 6, 2018
    Posts:
    15
    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.
     
  20. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    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!

     
  21. 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.
     
  22. 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.
     
  23. evilkoolade

    evilkoolade

    Joined:
    Aug 31, 2018
    Posts:
    2
    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
     
  24. matzomat

    matzomat

    Joined:
    Mar 4, 2018
    Posts:
    63
    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
  25. DrMeatball

    DrMeatball

    Joined:
    Nov 21, 2021
    Posts:
    106
    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.
  26. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    574
    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!
     
  27. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    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
     
  28. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    574
    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.
     
  29. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    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.
  30. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    574
    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.
  31. Huzafa81

    Huzafa81

    Joined:
    Mar 1, 2023
    Posts:
    1
    can you help me i am having trouble on device on multi touch my character moves in the direction of touch
     
  32. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    Sure please send us a email at support@invector.xyz with your invoice number
     
  33. L0GICBit

    L0GICBit

    Joined:
    Mar 18, 2023
    Posts:
    2
    How do I use the back and start buttons? They do not map. I want to open inventory on gamepad. Opening inventory with "I" on keyboard and "Start" or "Back" on gamepad is how most games map the keys. Why can't I map the start key on the gamepad? I reimported the Invector Project Settings but no change.

    -frustrated
     
  34. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    It's already mapped to open with the Back button if you're using the Xbox Controller

    upload_2023-5-19_9-45-51.png
     
  35. daniSoftwareAlliance

    daniSoftwareAlliance

    Joined:
    Jan 19, 2023
    Posts:
    1
    can invector support the top down tap character controller