Ultimate Character Controller WIP

I have a question about "use the drive ability no matter what vehicle controller you are using" statement. Sarah has created a custom animation for the standard asset vehicle. When it comes to different vehicles from motorcycles, semi trucks, monster trucks, etc... how will it handle those types of vehicles. I guess the main question is about the animations and maybe the possibly of disabling the enter/exit animation where the player is "teleport" into the vehicle.
 

Justin

Administrator
Staff member
You will need to have your own animations for enter/exit (and the vehicle needs to have an interior). I will add a field to the IDriveSource interface so you'll be able to use the AbilityIntData parameter to determine the type of vehicle that is being driven. Teleporting isn't in there yet, and I'm not sure the correct way to handle that since for a first person view you wouldn't be able to teleport.
 

Justin

Administrator
Staff member
Just giving everyone a heads up that the next update will likely be version 2.2. This version has many structural changes for the new inventory system so it'll require some work in order to get back where you were. I will try to make things as automated as possible but due to the type and name changes it's not possible to get everything back exactly as they were. I plan on creating a documentation page and video explaining how to upgrade but right now you'll need to change the following:
  • Requires .net 4
  • Requires Unity 2018.4+
  • Delete Opsive/UltimateCharacterController folder
  • Create new inventory categories
  • Assign those categories to the existing ItemTypes
  • Set the amount for ItemDefinitionAmount
  • Assign Item Types to Item Set Manager
  • Update Item Set Manager abilities to point to new categories
  • Set Ability Append Item
  • Set new Ability.AllowItemDefinitions
  • Set new PickupAbility.PickupItemTypes
 
Top