Using UCC for a third person only game character cannot be customised

adrenal36

New member
I`m trying to build a third person action adventure game with UCC ( it`s actualy a rebuild of this : https://play.google.com/store/apps/details?id=ro.BadWolf.AvengerInfyWar , which was built with third person controller)
Initial setup was perfect with no errors, integrated final ik, all components work fine (didn`t get to configuring aim IK but all is good ).
Here come the issues:
1. I am trying to setup the character with the third person adventure movement and presets but i cannot seem to get-it to switch to that movement type in the animator ( i keep hitting play with the animator window open to see how it runs, on nolan everything runs as I would expect)

2.my first tought was that it is because i didn`t configure items, so i create the item types for a gun and a bullet, setup the weapon to be in the default loadout and i can`t seem to make-it spawn on the character.

all the setup i did was for third person only leaving blank all fields for first person, my first taught here is that i am missing something obvious.
do any of you guys have any tips on how to setup my project (third person only, setup something basic for first person idk)
i tried doing the steps from the tutorials with my own settings and also tried manually changing settings in the inpsector nothing seems to give me the desired results.
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If you aren't going to add first person items make sure you don't build a first person character initially. The movement type doesn't relate to the items that are equipped. If it is switching movement types then chances are it is a preset that is switching it. One way to ensure this happens is to create a new character that just has the adventure movement type added.
 
everything is setup in third person only, i updated today to version 2.2 because i just began my project so no big losses there.
still the same issue with third person adventure movement ( my character only uses combat movement ), but the items worked this time ( still had to manually add them to the default loadout ) if you wish i can make a video and highlight the issues, it seems like there is some unwanted behaviour, or at least this is how it seems for me, as the tutorials don`t work 100% in my case. :)
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There are new 2.2 tutorials that were made with the released version so those will definitely work, but I guess that I'm not following what the issue is.
 
I redid everything from scratch following the tutorials and I have the same issue, in my scene even Nolan is stuck to the combat movement rather than adventure, this with both characters configured for adventure, when i try runing nolan in the demo scene he is defaulted to adventure movement i made a video,

LE: the null reference exception is from my characters inventory but the issue is persistent with or whithout it :)
 
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Ahh, that animator state is unrelated to the Movement Type, it just has a similar name. That state uses the Int Data Setter ability which is a demo scene only ability. You can completely replace that animation with your own, or (recommended) start with a completely fresh animator controller and add states to it from there. Take a look at this video for how the animator controller is setup:

 
Thank you, this was it, could you explain the reasoning behind creating animator from scratch, my whole plan was to replace animations in the existing animator and maybe clean-up the states I don`t use after I finish the project.
 
This video goes into the reasoning as well as a bunch of details about the animator so you know how the parameters are changed:

 
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