Footsteps not working (getting an error about it actually)
And what is the error?
Please follow @radiantboy's suggestions, and let us know how you get on. When it comes to problems like this, it's always best to use "AC standard" prefabs before moving onto custom ones. Let's get it working with one of the downloadable prefabs first.
Im 90% sure I have been doing everything radiantboy suggested. apart from perhaps setting camera to MainCamera. IN earlier version is was FirstPersonCamera, and I thought Id seen a message to NOT tag it in 1.43. I might be mistaken. So Ill try that...
I HAVE tried starting form the downloadable prefabs, but OK, but I admit I reverted to my one when that didnt work either. But since I have gotten a few other things working now, Ill go back and make a brand new one from scratch, and see what I get.. Not at machine now so cant check the error. Later with that... Jump is a weird one tho. I have got a Jump input set to Space bar, in both the Unity Inputs and the UFPS one... I must say I dont understand the functionality of the UFPS Input manager... whats it for.. etc..
Thanks for the great help... Sorry for being a pain, I do tend to clog up forums when I first get a hold of a new and exiting asset... not enough time on my hands to experiment (familly kids etc) I should be more patient!
No problem, I just hope that your time with AC becomes a little less frustrating!
It's true - the UFPS camera must now be "Untagged" rather than "FirstPersonCamera". AC now has no Tags of it's own.
There may be a conflict with AC's Jump and UFPS's one. If you're using UFPS, AC's own Jump should be ignored. Try removing it from the Input Manager - you shouldn't have to, but maybe it'll help.
The downloadable prefabs are the ones that are supported, so if there's a problem with them then there's something more fundamentally wrong. Please stick with them while we get through these problems, so that we're working with the same prefabs - it should make solving these issues much more effective.
I couldn't recreate it on my end - at least, not any difference between the AC/UFPS SimplePlayer and the regular UFPS one. Holding the button down will cause constant firing with both, so if that's what you're referring to then it's standard UFPS behaviour.
Or do you mean it continues to fire after letting go? And no Hotspots or anything are being used? You'll have to be really clear about what's going on, and how I can reproduce it.
Yes it continues firing after I let go. if I hold fire a fraction too long, then the guy will continually fire, even after I let go. If I do that in the UFPS demo he will fire once and then stop. No hotspot or anything are being used (there are some in the scene but im not shooting or clicking on them).
If I tap fire very quickly it shoots and doesnt continue shooting (i.e. works)
I will continue trying to find the source of this, any hints? or is it really just something that shouldnt happen, im also in touch with UFPS author about it.
I'd think Calle would have a better idea on the source of this. But just in case, can I see a screenshot of your Movement and Interaction settings in the Settings Manager?
Yeh well Ive just upgraded to UFPS 1.5 and things have stopped working now, its like AC is running but the UI stuff isnt showing up, not sure if its a ufps 1.5 thing or I messed something else up, Unity crashed during all of this and I had to go back to a back up from a couple of days ago.
Bear in mind the latest at the time was 1.4.9. AC's been built to work with that, but if you go higher than that, then I can't guarantee success until I've added official support for it. That's unfortunately the nature of having two assets developed independently.
Yeh man, its the major downfall of the Unity system, it's like you can't rest for a minute for upgrading everything and then re-fixing everything And the temptation to upgrade (just to see if *that* bug is fixed) is too high ...Since U5 came out ive made almost no progress on anything.
Still I very much appreciate the updates, I think once things "work" most of us should freeze our assets and not continually upgrade.
Comments
And what is the error?
Please follow @radiantboy's suggestions, and let us know how you get on. When it comes to problems like this, it's always best to use "AC standard" prefabs before moving onto custom ones. Let's get it working with one of the downloadable prefabs first.
apart from perhaps setting camera to MainCamera. IN earlier version is was FirstPersonCamera, and I thought Id seen a message to NOT tag it in 1.43. I might be mistaken.
So Ill try that...
I HAVE tried starting form the downloadable prefabs, but OK, but I admit I reverted to my one when that didnt work either.
But since I have gotten a few other things working now, Ill go back and make a brand new one from scratch, and see what I get..
Not at machine now so cant check the error. Later with that...
Jump is a weird one tho. I have got a Jump input set to Space bar, in both the Unity Inputs and the UFPS one... I must say I dont understand the functionality of the UFPS Input manager... whats it for.. etc..
Thanks for the great help... Sorry for being a pain, I do tend to clog up forums when I first get a hold of a new and exiting asset... not enough time on my hands to experiment (familly kids etc) I should be more patient!
It's true - the UFPS camera must now be "Untagged" rather than "FirstPersonCamera". AC now has no Tags of it's own.
There may be a conflict with AC's Jump and UFPS's one. If you're using UFPS, AC's own Jump should be ignored. Try removing it from the Input Manager - you shouldn't have to, but maybe it'll help.
The downloadable prefabs are the ones that are supported, so if there's a problem with them then there's something more fundamentally wrong. Please stick with them while we get through these problems, so that we're working with the same prefabs - it should make solving these issues much more effective.
Or do you mean it continues to fire after letting go? And no Hotspots or anything are being used? You'll have to be really clear about what's going on, and how I can reproduce it.
most of us should freeze our assets and not continually upgrade.
I certainly wouldn't complain..