Revive ablility doesn't play

Hello, I made a self revive system that activates the revive ability if you have the currency to do so. My problem is that the ability never activates. I don't get any errors or anything. I also have the revive ability checked in Ultimate Character Locomotion.

public void OnRevive() { var characterLocomotion = m_Character.GetComponent<UltimateCharacterLocomotion>(); var reviveAbility = characterLocomotion.GetAbility<Revive>(); prespawn.canrespawn = false; characterLocomotion.TryStartAbility(reviveAbility); Revives--; game.playersdead--; Debug.Log ("Revived"); }
 
Re-importing over a few scripts fixed the issue :) Now I have another issue when ever I die or revive this error happens:

Error: Unable to find the view type with name Opsive.UltimateCharacterController.FirstPersonController.Camera.ViewTypes.TransformLook UnityEngine.Debug:LogError(Object) Opsive.UltimateCharacterController.Camera.CameraController:SetViewType(Type, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:294) Opsive.UltimateCharacterController.Camera.CameraController:SetViewType(String) (at Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:273) Opsive.UltimateCharacterController.Camera.CameraController:set_FirstPersonViewTypeFullName(String) (at Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraController.cs:124) Opsive.UltimateCharacterController.StateSystem.GenericDelegate`1:ApplyValue() (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/Preset.cs:265) Opsive.UltimateCharacterController.StateSystem.Preset:ApplyValues() (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/Preset.cs:98) Opsive.UltimateCharacterController.StateSystem.State:ApplyValues() (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/State.cs:151) Opsive.UltimateCharacterController.StateSystem.StateManager:CombineStates(State, Boolean, State[]) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:418) Opsive.UltimateCharacterController.StateSystem.StateManager:ActivateStateInternal(State, Boolean, State[]) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:382) Opsive.UltimateCharacterController.StateSystem.StateManager:SetStateInternal(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:328) Opsive.UltimateCharacterController.StateSystem.StateManager:SetLinkStateInternal(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:349) Opsive.UltimateCharacterController.StateSystem.StateManager:SetStateInternal(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:335) Opsive.UltimateCharacterController.StateSystem.StateManager:SetState(GameObject, String, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/StateSystem/StateManager.cs:270) Opsive.UltimateCharacterController.Character.Abilities.Ability:SetState(Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:555) Opsive.UltimateCharacterController.Character.Abilities.Ability:AbilityStarted(Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:537) Opsive.UltimateCharacterController.Character.Abilities.Ability:AbilityStarted() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:474) Opsive.UltimateCharacterController.Character.Abilities.Ability:StartAbility(Int32) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ability.cs:466) Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion:TryStartAbility(Ability, Boolean, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1177) 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) ReviveManager:OnRevive() (at Assets/TFSB/Scripts/ReviveManager.cs:102) ReviveManager:Update() (at Assets/TFSB/Scripts/ReviveManager.cs:81)
 
Last edited:
It looks like you have a preset which tells the CameraController to switch to the TransformLook ViewType but you do not have the TransformLook ViewType added.
 
Top