Recent content by TrungDong

  1. TrungDong

    Changing Canvas from "Screenspace - Overlay" to "Screenspace - Camera" make character unable to fire or change weapons

    I have found the solution: Commenting out (or delete) the line " m_CameraController.SetCrosshairs(transform);" in " OnAttachCharacter()" of CrosshairsMonitor.cs will solve the bug "animator is stuck, player unable to fire or to change the weapon". But if you do that, the crosshairs will not...
  2. TrungDong

    Changing Canvas from "Screenspace - Overlay" to "Screenspace - Camera" make character unable to fire or change weapons

    By the way, just "switched that monitors canvas to the Camera screen space" will not reproduce this bug. You have to assign a camera to that canvas.
  3. TrungDong

    Changing Canvas from "Screenspace - Overlay" to "Screenspace - Camera" make character unable to fire or change weapons

    I don't know how to see the version number. I checked the ReadMe.txt and Documentation.pdf but found nothing. But I'm sure this version is from late 2019.
  4. TrungDong

    Changing Canvas from "Screenspace - Overlay" to "Screenspace - Camera" make character unable to fire or change weapons

    *This bug also appeared on the Demo scene. For some reasons, I need the canvas which contains Health Flash, Damage Indicators, Crosshairs, etc have to be changed from "Screenspace - Overlay" to "Screenspace - Camera". But when I did so, my character is unable to fire. After a quick debugging...
  5. TrungDong

    How to change the weapon's recoil? (first person arm's recoil not the aim or camera recoil)

    I have found the cause! Because I was too lazy, I used UCC's Assault Rifle animations for my new weapon. But Assault Rifle fire animation itself has recoil, so even I removed all recoil, pivot, etc parts in the setting, the weapon still has recoil when it shoots.
  6. TrungDong

    Use does not complete

    The cause of my problem is: I used UCC Demo animations, and some of them have problems! In my case ("shootable weapon's use does not complete" bug): AssaultRifle's Dry fire animation's event positions are incorrect, so it will never be called. After creating a new animation file, add events to...
  7. TrungDong

    Use does not complete

    Hey Andrew, I haven't found the way to reproduce the bug with melee weapon yet, but I found out how to reproduce the bug with shootable weapons. 1. Fire all the ammo you have. (0 in gun's clip and 0 in inventory) 2. Fire when you don't have any ammo: the dry fire sound will play. At this step...
  8. TrungDong

    Use does not complete

    Yes, of course!
  9. TrungDong

    Use does not complete

    I have tried checked and unchecked versions, but the result is still the same. The animation is stuck, can not use, can not change weapon, every enemy that comes near me will be damaged, but only once. Yes, I do. By the way, I have fixed this bug by adding a counter to the code: When melee...
  10. TrungDong

    Use does not complete

    I have the same problem, but it only happens on melee weapons. Sometime my knife swing and then the animation stuck, the complete event has never been called.
  11. TrungDong

    Auto Unequip Weapon

    It’s good to hear that! Congrats! By the way, please changed the state of the question to “answered”.
  12. TrungDong

    Auto Unequip Weapon

    Maybe the cause is related to your project only. I have done that “auto unequip” easily in my project and demo scene. Did you check your code line-to-line by Unity Debug functions?
  13. TrungDong

    Auto Unequip Weapon

    @Justin - sama, Please help~!
  14. TrungDong

    Auto Unequip Weapon

    That's strange. I used that code only and my rifle always starts with the unequipping state. Maybe your sword's itemSetIndex is not 0? Or it's ItemSetCategoryIndex is not 0? I think you need to put some debug logs to reveal it.
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