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AC's Interaction system with a Full Body UFPS player?

I've been playing around with UFPS and Adventure Creator, and I've hit a snag.
I'm using the UFPS 'Advanced Player' Prefab from the AC Downloads, if that helps.

When using a body mesh for my player prefab, the interaction system is going a bit bonkers.
Movement and everything works as normal, but as soon as I pick up a 'movable object', it jitters around the place like mad.

I've managed to tie it down to a body mesh related issue, as I've systematically gone through every other element in the player prefab and removed and re-added them one at a time. The issue is only reproducible when using an animated mesh as part of the prefab.

I've noticed from looking through the forums that others have had issues with jitter in the past, but I haven't seen anything current that is relevant to just interacting with movables.

Is there a way around this, or is it simply unavoidable with the way the animation and movable object systems interact? Would an IK solution possibly work around it?

Cheers,
WolfJack

Comments

  • I would say this'll be down to a pretty high-level conflict between the two systems, if you've narrowed it down to UFPS's full-body - I take it the other prefabs OK.  What exactly is jittering, though?  The camera, or the body?

    As this tutorial describes, AC's integration of UFPS is designed to offer a robust link between the two assets for simple controls (no weapons, full-body etc).  It is written in such a way, however, that the script itself is standalone - so can be duplicated and tailored to meet your own specific needs.  It may be that you will need to amend it in order to get the behaviour you want, by e.g. disabling the body mesh system when AC's dragging an object.  Have you cracked open UltimateFPSIntegration.cs to see how it's built?
  • It's actually the 'Movable Object' that is jittering, not the Player!

    The movable object shakes up and down when held, the body and camera appear perfectly stable.
    I've actually used your 'Advanced Player' prefab and added a mesh to that and the shaking still occurs, so I think it might possibly be something to do with the animation or rig, or potentially UFPS.

    I did open up UltimateFPSIntegration.cs, and  even after altering a few things I didn't have any joy.
    It is as you said though, and I must congratulate you on the transparency of it. Your scripting is a flippin' JOY to sift through compared to a lot of what I've experienced in the past!
     
    It would seem pretty reasonable to assume at this point that if you haven't come across this issue previously then it isn't on this end, and is either an issue with Mecanim or UFPS. I was worried that this might have been a simple oversight on my part due to inexperience with AC/UFPS combined.

    I had thought about switching cameras, but hadn't thought of disabling the mesh - good compromise!
    I'll also go through UltimateFPSIntegration.cs with a more fine-toothed comb and see if I can affect it through that, to make sure I haven't missed anything.

    I'll try all of that out and report back with how I get on, many thanks for your help Chris!

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