You can't say something is too expensive after the fact. Nothing is perfect out of the box and this is clear that you expected this by your massive post history.
As a UCC owner, I would like the ability to import any of the sub-assets. For example, if I only want 3rd person. From an asset-author perspective... this would be a great addition.
Any chance of a 3.0 request thread? Or will it be a set of specific updates?
I'd like to see an easier way to apply impact decals on the ragdoll vs the capsule collider. The later looks awful in most cases.
Equip a knife in the demo scene and position yourself attacking the recoil dummy in the melee room. Continuing to stab the dummy will play audio, but no animation. Not sure if this is a bug - but was weird that there was sound and no animation.
//CapsuleColliderPositioner.cs line #134
Debug.LogWarning("Warning: The CapsuleColliderPositioner has been disabled. Unity bug 985643 needs to be fixed for it to work over a server authoritative network.");
Is this the same...
This ended up being the issue: (network LookSource.cs)
private void Start()
{
// Remote characters will not have a local look source. The current component should act as the look source.
if (!isLocalPlayer)
{
EventHandler.UnregisterEvent<ILookSource>(m_GameObject...
With a networking add-on the input is disabled:
//line #46 --- NetworkCharacterLocomotionHandler.cs
if (m_NetworkInfo.IsLocalPlayer()) {
} else {
// Non-local players will not be controlled with player input.
enabled = false;
m_CharacterLocomotion.enabled = false;
}
On an...
I am trying to attach the camera to a character where the UltimateCharacterLocomotion component is disabled. It works again after I manually enable the component. How does the camera follow properly in this case?
Importing into a fresh project I am getting the following errors:
Assets\Opsive\UltimateCharacterController\Add-Ons\Multiplayer\PhotonPUN\Scripts\Character\PunCharacterTransformMonitor.cs(90,44): error CS1061:
'CharacterFootEffects' does not contain a definition for 'CanPlaceFootstep' and no...
Not sure if this is intentional... the 3rd param intellisense does not match.
/// <summary>
/// Moves the character according to the input. This method exists to allow AI to easily move the character instead of having to go through
/// the ControllerHandler.
/// </summary>
/// <param...