Errors immediately after importing the first person controller assets

alexxx9799

New member
This is the errors list that I get Immediately after import of the first person controller asset on a new project: I can't shoot or do a lot of commands
I have opened the demo scenes




Button "Reload" is not setup. Please create a button mapping within the Unity Input Manager.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Input.StandaloneInput:GetButton(String, ButtonAction) (at Assets/Opsive/UltimateCharacterController/Scripts/Input/StandaloneInput.cs:36)
Opsive.UltimateCharacterController.Input.UnityInput:GetButtonInternal(String) (at Assets/Opsive/UltimateCharacterController/Scripts/Input/UnityInput.cs:183)
Opsive.UltimateCharacterController.Input.PlayerInput:GetButton(String) (at Assets/Opsive/UltimateCharacterController/Scripts/Input/PlayerInput.cs:123)
Opsive.UltimateCharacterController.Character.Abilities.Ability:CheckInput(PlayerInput) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:783)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:CheckAbilityInput(Ability[]) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:185)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotionHandler:OnItemAbilityActive(ItemAbility, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:159)
Opsive.Shared.Events.InvokableAction`2:Invoke(ItemAbility, Boolean)
Opsive.Shared.Events.EventHandler:ExecuteEvent(Object, String, ItemAbility, Boolean)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(ItemAbility, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1263)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1062)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1048)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1037)
Opsive.UltimateCharacterController.Character.Abilities.Ability:StartAbility() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:455)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:StartEquipUnequip(Int32, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:391)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:StartEquipUnequip(Int32, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:360)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:StartEquipUnequip(Int32) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:350)
Opsive.UltimateCharacterController.Inventory.ItemSet:StateChange() (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/ItemSet.cs:181)
Opsive.UltimateCharacterController.StateSystem.StateManager:SetStateInternal(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:331)
Opsive.UltimateCharacterController.StateSystem.StateManager:SetState(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:270)
Opsive.UltimateCharacterController.Inventory.ItemSetManagerBase:UpdateActiveItemSet(Int32, Int32) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/ItemSetManagerBase.cs:798)
Opsive.UltimateCharacterController.Character.Abilities.Items.EquipUnequip:OnPickupItem(Item, Int32, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Items/EquipUnequip.cs:186)
Opsive.Shared.Events.InvokableAction`4:Invoke(Item, Int32, Boolean, Boolean)
Opsive.Shared.Events.EventHandler:ExecuteEvent(Object, String, Item, Int32, Boolean, Boolean)
Opsive.UltimateCharacterController.Inventory.InventoryBase:ItemIdentifierPickedUp(IItemIdentifier, Int32, Int32, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:277)
Opsive.UltimateCharacterController.Inventory.InventoryBase:pickup(IItemIdentifier, Int32, Int32, Boolean, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:219)
Opsive.UltimateCharacterController.Inventory.InventoryBase:pickup(IItemIdentifier, Int32, Int32, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:191)
Opsive.UltimateCharacterController.Inventory.Inventory:LoadDefaultLoadout() (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/Inventory.cs:49)
Opsive.UltimateCharacterController.Inventory.InventoryBase:Start() (at Assets/Opsive/UltimateCharacterController/Scripts/Inventory/InventoryBase.cs:121)
 
You need to let UCC setup your button mappings. You can do this within the UCC manager: Tools -> Opsive -> Ultimate Character Controller -> Main Manager -> Setup -> Project -> Update Buttons

Here is a short video demonstrating initial project and scene setup:

 
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