I am using the Wiki Crouch script . and my game is 3d direct.
The Wiki way to crouch ,turns AC player colider off and uses a new colider which does not work with triggers. For example when the player sneakwalks to a trigger, nothing happens. is there any easy way to fix this problem?
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Contrary to what the wiki page states, the two colliders don't need to be on separate GameObjects.
Try placing them both on the root, and then re-assign them in the Inspector. To distinguish between them when assigning them, click-and-drag the each collider's header in the Inspector - rather than opening the drop-down selector field inside the script field.
Thank you snan for your Help I have tried them but now ChrisIceBox have gave us a more straightforward answer.
Thank you Chris, I now made 2 capsule coliders with two diff. sizes for my Player Gameobject and as you said drag-dropped my second colider into the crouch Script.
It seems it works well.
thank you
Just a correction of my reply
"...drag-dropped my second colider into the Wiki Crouch script Component's colider field.
Hi
I am using Wiki Crouch script . and my game is 3d direct. as mentioned earlier above.
I want to disable crouch in one particualr scene. when player enters the scene she can no longer crouch. and when exits in to the previous scene crouch is again enabled.
I tried it in two ways using on scene action list, in my On-Start cutscene and Exit Trigger action list. I tried Object/Call Event / Player Crouch.Enabled Bool
and also tried Making Action list Assets and just run them through On-StartCutscene Actionlist and Exit Trigger. Both of them acting weird. When Disabled it stays disabled in all scenes. Even if i Enable the crouch in Previous scenes Onstart-Cutscenes.
Does it need code? or i can just do it using AC Actions?
You can add the following to the top of the Update function to have it ignore input if a Global Bool variable named "CannotCrouch" is set to True:
Alternatively, if you place an alternative Player character in the scene without the component, it'll override your default one for the duration of the scene.
Thank you. Solved by adding the line