Recent content by chrisk

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    Ultimate Character Controller WIP

    Hey Justin, that looks great! Looking at the mirror in 1st person view, I believe you have to use both 1P, and swap it out to 3P meshes for the mirrored image to render both of them at the same time. How about getting rid of 1P meshes altogether and just use 3P meshes only? I think it's about...
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    Mirror Networking for UCC Add-on

    Hi, guys, I cannot speak for Matt, but this is my take on Mirror integration. Mirror basically requires CS style network, aka Server Authorative, however, Opsive currently supports PUN, P2P style only. PUN can give you multiplay quickly but it cannot be used in commercial games. Before Justin...
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    Ultimate Inventory System WIP

    Thanks for the answer. please understand that I'm a bit worried but I'll patiently wait for the release. ^^
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    Ultimate Inventory System WIP

    @Sangemdoko, Wow! I just went through the updates! There is quite a lot to swallow but it looks really good and everything seems logical. I'm really excited! At this point, I just have two questions. 1. UCC integration. UCC uses ItemType, ItemSet, ItemCollections (it's own naming conventions...
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    Mirror Networking for UCC Add-on

    Hi, Matt, It's a daunting task to get networking to work. Besides naming stuff, networking is one of the hardest in game programming. I really appreciate your efforts and I hope you succeed. Looking at UCC PUN integration, it's written with client authoritative architecture in mind and I have...
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    Ultimate Inventory System WIP

    If I understand correctly, each item will have a unique ItemDefinition, right? If so, does that mean we will still have to list each ItemSet in the ItemSetManager as before? The biggest concern I have is that this scheme will not scale up to a large number of items. Instead of using an...
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    Ultimate Inventory System WIP

    I see. Thanks for the clarification. Yeah, I think using ItemCategories instead of the actual item in ItemSet and ItemManager may work. Still unclear but I believe you can come up with something reasonable. ^^ Please keep the good work. Cheers!
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    Ultimate Inventory System WIP

    Below is what I read and I'm not sure if I misinterpreted. I think it's best to put all inventory related stuff to the new inventory system for the clear separation. As far as inventory code is concerned, UCC only needs to know what it currently holds. The problem with the current ItemSet and...
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    Ultimate Inventory System WIP

    Hi, Sangemdoko, thanks for the update. It looks pretty good and intuitive to use. Good job! I guess I'll have a better idea when it release but before then, I have a couple of questions. As you know, I'm interested in a shooter inventory system and I'm curious how you can extend it to support...
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    [BUB] Crawl Strafe

    Oh, thanks. I thought it had to do with AnimClip settings, e.g., root-motion. Cheers!
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    [BUB] Crawl Strafe

    Hi, Justin, When Crawling, click on R-Mouse button(Aim mode) and try to strafe left or right. It will play CrawlStrafe animation but the character will not move. I thought it was some setting in AnimClip but I can't seem to figure it out. Could you please let me know what I need to do to fix...
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    [BUG] Any changes in Animator during runtime will break animation

    It's the same in 2019.3f6. If it's the animation event not being fired after a modification, it's hard to believe it's unnoticed for such a long time. I just gotten started working on animation and noticed it immediately. hm...
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    [BUG] Any changes in Animator during runtime will break animation

    Not for me. I think we have a different game state. Here are the exact steps. 1. change the Animator parameter 2. Left-click on the Game view to get back to the game. This will automatically trigger Use. 3. I noticed that the Ability is stuck at Use Ability and at this point it will not...
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    [BUG] Any changes in Animator during runtime will break animation

    OnAnimatorJump is an animation event sent from an animation clip, right? So do you think it's a bug in the Animator not sending the animation event? Right now, I'm looking at the character Abilities in Inspector and I don't see Jump Ability being activated.
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    [BUG] Any changes in Animator during runtime will break animation

    That's strange. I can easily reproduce it. For example, please try to change the Speed parameter to 0.9 in the Movement Inspector during runtime and try to jump. This happens to all Editor versions I tested and if it's a Unity bug, someone must have noticed while ago.
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