Using this camera in a different project & I have finally discovered what the actual issue is - it is not framerate, root motion or Ik/physics causing update issues or any problem with the code of the Advanced Camera itself - it is the Main Came…
For the Method field I would use a Parameter change rather than Play Custom - this will allow you to manipulate the parameters in the animator controller rather than just play animations directly. I am not familiar with the Legacy animation system t…
Sure, it's just that relying on physics can be unpredictable.
Maybe an alternative would be to add every item that you can pick up as a child of the character's hand and enable them when needed, then instantiate a rigid body version when dropping t…
What if you actually just have the torch in the player's hand all the time, but disabled, and just enable it when you "pick it up" (even though you're not _really _picking it up). Then, just remove the dropped version from the scene at the…
The root is unaffected - just the mesh / hip bones are moved.
It does still occur if the NPC component is removed, so I will ask Partel about it as well.
Yes I always save the project before quitting. If I load them into the Ambient Storage then play them as desired in the scene (in this case in an OnStart cutscene), everything seems ok. But then quit and they're gone - and I don't just mean the wron…
Hey this is actually working, thanks again Chris.
@Vacerias If you are following this thread, switching to First Person movement (with the linked wiki script applied to your character) works pretty well for allowing strafing/walking backwards. Thou…
Yeah, using First Person movement does actually work, the only problem is you're not allowed to use Root Motion with it, so for example you walk backwards at the top of some stairs, the player will actually move over the stairs and be floating in mi…
No errors are displayed in the console.
The ForwardSpeed is always a positive value, it will not go below 0 so the walking backwards animation never plays.
The character always turns instead of strafing, though the RightSpeed value is being updated,…
Hmm, not happening for me I'm afraid.
I have added the parameters to the animator and the script to the character, the animations are setup. I have also tried on a clean/barebones character to make sure none of the Final IK components & stuff a…
Thanks guys, though I am not using First Person movement as my character needs to use Root Motion.
How can I edit the script so that it will activate when my character enters the aforementioned "look mode" while remaining in direct-contro…
Yeah, I just updated the package and it seems to have fixed it.
After the update though, the camera seems very sensitive / rotates too quickly. Is there a way to slow it down - I'm not sure which of the settings affects this?