Hi,
I have had success using the ChangeViewType function to manually change the rotation of the camera. But I wonder if it is safe to do so, does it potentially cause another issue?
view.ChangeViewType(true, targetAngle.x, 0, characterRotation);
in component UltimateCharacterLocomotion, there is a button "generate animator code " and "Build Animator"
please explain to me what its function is for?
Thanks
Me too,
In a fresh Project:
Frstly I install Third person controller. Then I install First person controller. After that, Unity show that error.
Solving by manual add FIRST_PERSON_CONTROLLER into Scripting define symbols
The exact cause of the above error was that I integrated the animancer pack into the opsive wrong. After removing the animancer, the problem is gone. I'm not saying it's the animancer's fault but my integration's fault. my mistake.
Due to the time near the deadline, I could not spend much time to find the cause of the above error, so I used another method instead.
I changed the way the character stops moving. I used mLocomotion.TimeScale =0
And now everything is fine.
mLocomotion = GetComponent<UltimateCharacterLocomotion>();
mLocomotion.enabled = false; =>It's Ok
then call:
mLocomotion.enabled = true; =>sometimes it gives the following error:
Error: The animator is not leaving a transition. Ensure your Animator Controller does not have any infinite loops...
Please change the functions in ChildAnimatorMonitor to Virtual just like in AnimatorMonitor.
For examble:
public virtual bool SetForwardMovementParameter(...)
public virtual bool SetPitchParameter(..)
public virtual bool SetYawParameter(...)
And more....
I expect ChildAnimatorMonitor to be...
Use Ability will be forced to stop after call:
EventHandler.ExecuteEvent(m_Character, "OnEnableGameplayInput", false);
I want the UseAbiility still keep running after disable input. What should I do?
Nerver mind. I figured out.
Just changed the movementType to FreeLook when change the ViewType. Then the character rotation will not be changed by the new ViewType.
Also, I must write a new ViewType that keep the previous Pitch and Yaw so the camera can get back to View1 after switch back to...
I used 2 view type:
Combat (first person view) and Cinemachine
When I call: SetViewType(CinemachineViewType) the character rotation was changed.
I would like to keep the character rotation when change ViewType, because when I turn back to the previous ViewType (Combat type), The camera should...
It worked.
There is 1 small question. Is there any function that forces inventory collection repaint after adding an item to it? Currently, I must deselect the current inventory object, then select it again to able to view the added item.
Thank you very much.