skinwalker
Member
Hi,
1) The projectile module has ImpactLayers property that I set to just 1 layer, but spawning a projectile from the RPG in the demo scene doesnt affect the ImpactLayers even if I change them on the RocketProjectile itself they are overriden, I guess the InitializeProjectileProperties is getting called with the last argument being with last value being false which reverts the impact layers to a default state. Try it with the rocket launcher and the projectile on the demo scene
2) This worked fine on v2 but has a problem after updating to v3 ( using the new unity input system if it matters ). I want to be able to rotate the camera around the character while not moving (UCL is in Adventure Mode) and when I press a key go to Combat Mode via a State changing the viewtype. What happens is when I press S or A or D the animator plays a *turn* animation for 0.1 seconds and snaps back into combat mode and plays the proper animation. I guess it goes like this Input event - animator update - applying UCL state. I'm 100% sure v2 didnt have this problem.
1) The projectile module has ImpactLayers property that I set to just 1 layer, but spawning a projectile from the RPG in the demo scene doesnt affect the ImpactLayers even if I change them on the RocketProjectile itself they are overriden, I guess the InitializeProjectileProperties is getting called with the last argument being with last value being false which reverts the impact layers to a default state. Try it with the rocket launcher and the projectile on the demo scene
2) This worked fine on v2 but has a problem after updating to v3 ( using the new unity input system if it matters ). I want to be able to rotate the camera around the character while not moving (UCL is in Adventure Mode) and when I press a key go to Combat Mode via a State changing the viewtype. What happens is when I press S or A or D the animator plays a *turn* animation for 0.1 seconds and snaps back into combat mode and plays the proper animation. I guess it goes like this Input event - animator update - applying UCL state. I'm 100% sure v2 didnt have this problem.