Hello. This camera cuts off the rendering of the head, or some visibility settings on the object.
https://drive.google.com/file/d/1qrE9ovWjM5Lu6KLOgeHD0E7yLPyPZnTy/view?usp=sharing
P.S. Do not pay attention to the purple color of unidentified shaders, this is due to the URP
Shooting on the move: https://drive.google.com/file/d/1fcabfufwoTzhLL5il2Y6UbyllsEryyBr/view?usp=sharing
Sword attack on the move: https://drive.google.com/file/d/10giMHhT1xPCklFC80u7PVuyDd7CEcsIr/view?usp=sharing
It actually stops, does it depend on the animation? Or is there some other setting.
@ChristianWiele
With this, everything was in order, the ticks are worth it. The bottom line is that when the hit animation is played, the character actually stops while moving, we want to try to make him chop with a sword at normal movement speed.
Hello. I can not find which parameter is responsible for interrupting movement during an attack. We want to swing the sword while moving.
By analogy with shooting on the move.
Hello. When shooting at a wall at point-blank range, a strange error occurs.
Message:
Video: https://drive.google.com/file/d/1jBC526pVDQCTvLkpIYHr9KC2UXraFt83/view?usp=sharing
Perhaps you can tell in which direction to debug, or where to look at what it is connected with.
I'm at a loss in logic, if we know that the originator of the PhotonViewID is the one who caused the damage, why look for how he caused the damage, in the end, in order to take the owner
Hi.
Here's what worked for me:
I'm iterating through the collection of equipped weapons to find the currently active one, what is in my hands, believing that it was it that fired the shot, because the damage carrier was the spawned projectile.