When I start my game all my UFPS guns are visually on, so Im holding tons of weapons. They dont actually work though, neither does picking up weapons. If I turn off AC and use the same guy things work as expected.
Is there some trick I must do to have them weapons not turning on like this ?
I receive these errors which I assume are related:
Error: (HeroGAZV11(Clone) (vp_FPWeaponHandler)) Hierarchy error. This component must be added to a gameobject with vp_Weapon components in child gameobjects.
UnityEngine.Debug:LogError(Object)
vp_WeaponHandler:GetWeaponList(Transform) (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:224)
vp_WeaponHandler:InitWeaponLists() (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:133)
vp_WeaponHandler:get_Weapons() (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:47)
vp_WeaponHandler:Awake() (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:116)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
AC.KickStarter:ResetPlayer(Player, Int32, Boolean, Quaternion) (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:639)
AC.KickStarter:Awake() (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:741)
NullReferenceException: Object reference not set to an instance of an object
vp_Component.DeactivateWhenSilent () (at Assets/UFPS/Base/Scripts/Core/ComponentSystem/vp_Component.cs:645)
vp_Component.ActivateGameObject (Boolean setActive) (at Assets/UFPS/Base/Scripts/Core/ComponentSystem/vp_Component.cs:354)
vp_WeaponHandler.DeactivateAll (System.Collections.Generic.List`1 weaponList) (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:349)
vp_WeaponHandler.InitWeaponLists () (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:163)
vp_WeaponHandler.get_Weapons () (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:47)
vp_WeaponHandler.Awake () (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_WeaponHandler.cs:116)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
AC.KickStarter:ResetPlayer(Player, Int32, Boolean, Quaternion) (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:639)
AC.KickStarter:Awake() (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:741)
Cheers,
Gaz
Comments
The issue in your first post seems to be to do with the "MainCamera" tag, and the object that has it when the game runs. You should be able to get around the issue by untagging the MainCamera object, tagging your player prefab's FPS camera as "MainCamera" instead, and ignoring the warning message that AC throws up when the game begins.
The strange thing about the continuous firing is that no - there is no wrapper for keypresses, and the two assets should be completely independent in that regard, so there shouldn't be any kind of conflict at all. I also haven't been able to recreate this problem myself. One thing you might be able to try is setting the game's Input method to "Keyboard Or Controller" - this would effectively tell AC to ignore mouse clicks altogether. That wouldn't be the solution, of course, but it would at least help us narrow the source of this down.