Behavior Designer - UCC integration demo scene is broken

SXtheOne

New member
Hi,

I have an empty project with these installed:
- UFPS
- Behavior Designer
- Behavior Designer: Movement
- Behavior Designer: UCC integration

The FirstPersonMeleeScene demo scene (path: Behavior Designer / Integrations / UltimateCharacterController / Demo) starts with missing Input Manager entries but those are easy to fix, just added those. The main problem which breaks the whole scene is the problem with the sword. These are the errors the scene starts with:

Error: The state FirstPerson on Sword (Opsive.UltimateCharacterController.Items.Item) does not have a preset. Ensure each non-default state contains a preset.
UnityEngine.Debug:LogError (object,UnityEngine.Object)
Opsive.Shared.StateSystem.StateManager:InitializeInternal (UnityEngine.GameObject,Opsive.Shared.StateSystem.IStateOwner,Opsive.Shared.StateSystem.State[]) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:101)
Opsive.Shared.StateSystem.StateManager:Initialize (UnityEngine.GameObject,Opsive.Shared.StateSystem.IStateOwner,Opsive.Shared.StateSystem.State[]) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:65)
Opsive.Shared.StateSystem.StateBehavior:Awake () (at Assets/Opsive/Shared/StateSystem/StateBehavior.cs:27)
Opsive.UltimateCharacterController.Items.Item:Awake () (at Assets/Opsive/UltimateCharacterController/Scripts/Items/Item.cs:230)

Error: The state Run on Sword (Opsive.UltimateCharacterController.FirstPersonController.Items.FirstPersonPerspectiveItem) does not have a preset. Ensure each non-default state contains a preset.
UnityEngine.Debug:LogError (object,UnityEngine.Object)
Opsive.Shared.StateSystem.StateManager:InitializeInternal (UnityEngine.GameObject,Opsive.Shared.StateSystem.IStateOwner,Opsive.Shared.StateSystem.State[]) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:101)
Opsive.Shared.StateSystem.StateManager:Initialize (UnityEngine.GameObject,Opsive.Shared.StateSystem.IStateOwner,Opsive.Shared.StateSystem.State[]) (at Assets/Opsive/Shared/StateSystem/StateManager.cs:65)
Opsive.Shared.StateSystem.StateBehavior:Awake () (at Assets/Opsive/Shared/StateSystem/StateBehavior.cs:27)


Could you help me with this (and also fix it in the integration)? This would be an easy to use example to implement melee weapons for AI agents.
Oh, the FisrtPersonShooter scene works, only the Input Manager problems are present in that.
 
UFPS does not include melee weapons so that's why you are getting that error. You can upgrade to the First Person Controller which will solve the issue.
 
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