Hello,
I'm working on an integration for NWH Dynamic Water Physics based off your NWH Engine integration. It's mostly working, though very roughly at the moment. However, the main issue I have right now is that the Swim ability is set start automatically when it triggers a collider set to the Water layer. This works at the start but when I enter the boat and exit it the player no longer detects the Water trigger collider. The only way to get the character to detect it again is to disable and enable the collider. Obviosly, this is not ideal.
Can you think of any way to avoid this?
Also, is there a way to have the swimming ability start automatically without a collision? Basically, i'd like the swimming ability to start on start and always stay active. I've tried setting it to Manual and run TryStartAbility(Swim) through a custom code but that doesn't work for some reason.
For example, with my Swim ability set to Start Type Manual and this attached to my player
My player does not respond to swimming, though it does when the Collider detection starts the ability.
Thanks as always,
Nathan
I'm working on an integration for NWH Dynamic Water Physics based off your NWH Engine integration. It's mostly working, though very roughly at the moment. However, the main issue I have right now is that the Swim ability is set start automatically when it triggers a collider set to the Water layer. This works at the start but when I enter the boat and exit it the player no longer detects the Water trigger collider. The only way to get the character to detect it again is to disable and enable the collider. Obviosly, this is not ideal.
Can you think of any way to avoid this?
Also, is there a way to have the swimming ability start automatically without a collision? Basically, i'd like the swimming ability to start on start and always stay active. I've tried setting it to Manual and run TryStartAbility(Swim) through a custom code but that doesn't work for some reason.
For example, with my Swim ability set to Start Type Manual and this attached to my player
Code:
void Start()
{
UltimateCharacterLocomotion loco = GetComponent<UltimateCharacterLocomotion>();
Ability swim = loco.GetAbility<Swim>();
loco.TryStartAbility(swim);
}
My player does not respond to swimming, though it does when the Collider detection starts the ability.
Thanks as always,
Nathan
Last edited: