Recent content by Woods

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    Mutable Item Categories Save/Load

    It does seem to be only an issue on the hotbar, It worked fine for my equipped slots. I am using ItemViewSlotsContainerSaver for both.
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    Mutable Item Categories Save/Load

    I have been having problems saving and loading certain items on my hotbar and just figured out that the cause was any Item Category with "Mutable" enabled. When its enabled the ItemIdentifier always logs as "None" when it's deserialized and loaded. Is this because mutable items have changing...
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    Several Issues with UCC (and URP) (Unity 2021/2022)

    I figured out the bullet decal issue in 2022 URP. You need to disable "Preserve Specular Lighting" on all the converted URP Lit materials in ../Demo/Materials/Items/Shootable/Bullets/
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    Bug: Perspective Monitor Null Renderer

    I am pretty sure its because we dont use object pooling to spawn character items. I overrode it in Inventory so that its instantiated and destroyed completely. This is so that changes by our gun powerup system don't carry over when the player drops it and picks up the same gun later...
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    Object Pool Error On Client When Using Assault Rifle Trigger Repeat

    I haven't used the multiplayer since update to v3, but there seems to be a couple Destroys in the ProjectileModule that could be destroying the SpawnedProjectile before the server. Maybe try logging around them to see if that's the cause.
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    Bug: Perspective Monitor Null Renderer

    UCC version: 3.0.15 When my character dies the perspective monitor is throwing a blocking null ref from the renderers in TryUpdateDeathMaterials(). Its probably something we caused since we only want a specified number of weapons on a character at a time and we need them to be fully destroyed...
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    Interactable Message Improvement

    I was wanting responsive messages for my interactables and found it odd that IInteractableTarget functions use the character gameobject but the IInteractableMessage doesn't seeing as these are used together. So I made a few minor changes to make it work. This is easily added and won't mess with...
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    How to make local multiplayer?

    You could probably get away with 1 camera if you were doing a static camera, top down, or side scroller game. You would need to make a custom CameraController that adjusts itself to keep all players in view, or alternatively, restrict all player's movement to stay within the camera view. I...
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    TrajectoryObject bounce off vertical walls

    I was having this same problem with them sticking in walls, but I ended up removing them from weapons altogether for better performance. Now that I think about it, maybe when they stuck in the walls the continuous collisions were causing the physics performance issue I was having.
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    How to make local multiplayer?

    I am assuming you mean split screen and not LAN multiplayer? For split screen, you would have to make a second camera and assign the character to its CameraController. Then figure out how to combine both camera outputs and change one of the player's input keys. Multiple cameras can be costly...
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    Ragdoll Disabler

    Made a script that boosts performance if you want ragdoll deaths on characters but dont need to interact with after death. Add it to your character, assign the Character and Ragdoll Rig. Once the ragdoll stops moving, it gets disabled until respawn. Works pretty well for AI characters you want...
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    Bug: Weapon firerate slows with framerate drops

    Ok so its better to disconnect the weapon use/complete events from animations and just use timers. Will give this a try tomorrow, thanks!
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    Bug: Weapon firerate slows with framerate drops

    I have been having an issue with the firerate dropping on the assault rifle if the FPS drops. Yesterday I realized it was tied to the character animator being forced to update in Normal mode by the AnimatorMonitor. This does seem to have better performance with lots of characters, but causes the...
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    Grenades removed when empty

    Well I figured sort of figured out my grenade problem. I had the wrong approach when adding grenades to my Inventory. Now that I have them in their own Item Set Group in they work more like expected. There doesn't seem to be a way to make them persist, but my original reason for needing that was...
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    Grenades removed when empty

    Another odd thing that tells me I should be able to get this to work, when the inventory has RemoveAllOnDeath enabled all the ammo persists. I also need to figure out how to fix that as it should drop all ammo and reset to the exact default loadout, not stack ammo from dying.
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