Recent content by Evgenij Tsvetkov

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    Render Head on Nolan

    @DankP3 I thought about the same, but I have little skills in this direction. I'll try to figure it out
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    Render Head on Nolan

    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
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    Movement and sword attack

    @Monsta Manly Thank you, it works as expected!
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    Movement and sword attack

    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.
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    Movement and sword attack

    @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.
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    Movement and sword attack

    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.
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    Community-driven PUN integration for UIS/UCC

    @AlexM Hi! This script works in my project
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    Projectile with PUN

    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.
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    HasTakenDamage

    In any case, it still works, thank you.
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    HasTakenDamage

    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
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    HasTakenDamage

    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.
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    HasTakenDamage

    I understand, I'll try to figure it out, maybe something will work out. We use a bunch of your assets, almost a full bunch
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    HasTakenDamage

    Yes, I stepped a little deeper
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