Recent content by devomage

  1. devomage

    Pre-Release - Discussion

    Does this asset support a stand-alone server? If no, is it planned? If yes, will all 3 network solutions (Mirror, Netcode, etc) include this?
  2. devomage

    hope to refund

    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.
  3. devomage

    Particle Stream collision issues

    Check out unanswered threads ... you might have the record. Your videos are super helpful. Keep them coming.
  4. devomage

    [Request] UCC 3.0

    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.
  5. devomage

    [Request] UCC 3.0

    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.
  6. devomage

    Knife (Bug)

    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.
  7. devomage

    Version Control

    Adding AssetInfo for each add-on would be wonderful!
  8. devomage

    Mirror Multiplayer

    Client-side prediction and Server reconciliation is difficult to implement keeping 1st and 3rd perspective. Looking forward to this.
  9. devomage

    Console warning (Unity Bug 985643)

    //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...
  10. devomage

    Attach Camera to Character (Networking)

    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...
  11. devomage

    Attach Camera to Character (Networking)

    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...
  12. devomage

    UCC Asset Request

    Would you consider offering the "shared" namespace as a free/low cost package? I have a small 2D UI-related project that could use this.
  13. devomage

    Attach Camera to Character (Networking)

    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?
  14. devomage

    1.1.9 Import Error

    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...
  15. devomage

    CharacterLocomotion param

    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...
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