I've been trying to create a Grapple Hook ability for the past few weeks but i don't know how to make it work on UCC.
I followed these articles and manage to implement the pendulum using a normal rigidbody. For some reason the same logic results in weird behavior when applied to...
Looks like Wait task is never called in Assets/Behavior Designer/Integrations/UltimateCharacterController/Demo/ThirdPersonMeleeScene.unity
This statement on StartStopUse.cs is never true since m_UseAbility.IsActive will be false when using OnAnimatorItemUseComplete is invoked first...
Hi @Justin ,
I've seen those interfaces and i loved the extensibility. What i'm trying to understand is how to combine multiple behavior trees. e.g:
1- IF enemy is alone just run the default blueprint, if not run surround first before start attacking;
2- IF there are multiple enemies, only...
1- Open Behavior Designer Tactical scene;
2- Leave only 2 Agents game object with a single behavior tree component attached each of them;
3- Use the node structure from screen shot above Entry -> Sequence -> Surround | Attack | Wait
From what i understood it crashes just by doing...
How complex tree can be integrated with tactical? Is there a guideline? Here's what i'm trying to figure out:
1- Have many Agents using Behavior Designer + UCC blueprint;
2- They should take "Surround" formation once they spot the player;
3- Agents should not attack at the same to be...
The following diagram is causing:
StackOverflowException: The requested operation caused a stack overflow.
UnityEngine.Object.CompareBaseObjects (UnityEngine.Object lhs, UnityEngine.Object rhs) <0x2cd27d987b0 + 0x0000b> in <31d5d65b32ec483292e13e8ae4100b93>:0...
How the setup should look like?
1- Do you have Ultimate Character Location + Emerald AI System attached on the same game object?
2- How do you handle animations? EmeraldAI generates their own animation controller thus Animation Monitor complains due to missing parameters
3- How do you...
I'm bit lost on this one, basically the character flies away after being hit 4 times.
Health.OnDamage is invoked using these params:
force = (8.50835609, 10, -5.25432014)
I created a basic cube object for testing purpose and the objects bounces as expected.
I tried to add Physics material to character's capsule collider or other collider had no effect in the character.