No Item Slot1 on new character model

Grandexed

New member
Hello,

I recently replaced the Atlas character with a new model, I got nearly everything working again but there's an issue with the item sets/slot; there doesn't seem to be a second item slot for my new model.

The new character model type is 'Humanoid' but this is what the InventoryItemSetManager component shows during runtime:
characterItemSets.png

Where as the Atlas character with working item sets show both Slot 0 and Slot 1:
atlasItemSet.png

The item category and itemset rules are the same. I feel like there's something obvious that I am missing but I can't seem to figure it out.

Any idea on how I can fix this?
 
Ah, that would be the issue. I was thinking there was a configuration I forgot about in the Character Manager, but it looks like gets fixed if I just add a new game object with the CharacterItemSlot component.

Thank you!
 
One other quick question that's somewhat related:

Currently, any item that's equipped in either item slot (for first person view) shows the arms to appear way over the character's head. I can fix this by changing the Base Position Offset value in the FirstPersonPerspectiveItem component, but then the item isn't positioned correctly for the Atlas model.

I can change the FirstPersonObjects gameobject's position during runtime to fix it, but that value gets reset to 0 when the game is starting. I also tried changing the Position Offset value in the FirstPersonObjects component but that didn't help.

Is there a way to change the default position of the first person arms so I don't need to change the base position for every new item that's added?

Thanks!
 
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Found the issue, I didn't realize the Move Speed property had to be set for this. It was set to 0 so the FirstPersonObjects were never moving towards their correct position.

So the arms are now positioned correctly, but if I look down or up they pivot around the wrong spot and move off the character. This is where they go when I look at the ground:
unityPic5.png

Is there another configuration somewhere to adjust the pivot point position? If not then what determines the pivot point position or how could I change that? Thanks!
 
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Your arms are parented to the camera, correct? That looks related to the Look Down Offset set on the first person view type.
 
Hi Justin, sorry for the late response.

Yes, my arms are parented to the main camera.

I don't think this is related to the Look Down Offset, the camera position is fine but the arms are rotating around an incorrect pivot point. So similarly if I look up then the arms are behind me, I attached a picture to show this.


unitypic6.png
 
Where is the pivot position of your arms? You are using FPS Mesh Tool, correct? If so this is likely something related to that - you may need to adjust the humanoid animations to better fit the pivot position. I haven't used FPS Mesh Tool much so the FPS Mesh Tool developer may know better (he wrote the integration for the character controller).
 
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