Pun add on on runtime

mikelu

New member
i am using modified uma script on my imported avatar at runtime, my avatar imported animation and weapon equipment running smoothly. May i know are there any guide on implement pun2 add on during runtime? tq
 

Justin

Administrator
Staff member
Based on your previous posts this is related to the character controller and not Behavior Designer, correct? I am moving your thread.

I haven't tried UMA and PUN so unfortunately I don't have a guide. The PUN add-on isn't integrated with UMA so I am not sure what it would take.
 

nathanj

Active member
I figured this out, you just need to add the PUN components (except the Photon View - add that to the prefab) after the UCC components. So on the UMACharacterBuilder scipt just add this
Code:
 data.gameObject.AddComponent<PunCharacterTransformMonitor>();
                data.gameObject.AddComponent<PunAnimatorMonitor>();
                data.gameObject.AddComponent<PunLookSource>();
                data.gameObject.AddComponent<PunCharacter>();
                data.gameObject.AddComponent<PunNetworkInfo>();
before
Code:
    Destroy(this);
that and make sure you have an UMA_GLIB component already in your scene

If anyone is interested I should be able to have a way to save and load an UMA recipe, just send me a message.
 
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