nantoaqui
New member
Hello!
Looks like Wait task is never called in Assets/Behavior Designer/Integrations/UltimateCharacterController/Demo/ThirdPersonMeleeScene.unity
This statement on StartStopUse.cs is never true since m_UseAbility.IsActive will be false when using OnAnimatorItemUseComplete is invoked first:
Changing to !m_UseAbility.IsActive solved the problem
Thank you!
Looks like Wait task is never called in Assets/Behavior Designer/Integrations/UltimateCharacterController/Demo/ThirdPersonMeleeScene.unity
This statement on StartStopUse.cs is never true since m_UseAbility.IsActive will be false when using OnAnimatorItemUseComplete is invoked first:
Code:
// Return a status of running for as long as the character is using the item.
if (m_WaitForUse && m_UseAbility.IsActive)
Changing to !m_UseAbility.IsActive solved the problem
Code:
// Return a status of running for as long as the character is using the item.
if (m_WaitForUse && !m_UseAbility.IsActive)
Thank you!