Thank you! You are great
Could you help me yet again with that script, to add another smart part where:
If player was Running (AC.KickStarter.playerMovement.??) and is reversing, limit to walk only, then when the player stops reversing toggle back…
My goodness,
I just went to check updates etc, and you've already fixed the bug, added the backwards speed and updated with Unity...
Lightning speed,
Please let me know if the reverse backwards turning is possible,
Thank you very much for this…
Unsure if I've changed anything since, besides swapping between the Demo and back to Mine, the Speed float is now going to negative and all seems to work for the animation part of it.
I'll just await for the new update to fix the bug and the speed …
Move speed float is set to Speed, in the animator when going backwards the Speed float does not go in negative, it stays at 0, when moving forward it only then increases.
When you refer the movespeed negative, is that the float you are referring to…
NOTE: I think I figured out the walk animations, I changed it to 2D Freeform Cartesian and added 2 more Walk animations, to -1x and +1x for the Turn float, seems to be working good.
Thank you for that,
I shouldn't have wasted your time and should have tried that debug trick myself.
The Event to call that I was sending was a bit different from what it should have been when the player got triggered.
I figured that out once I …
Correct, I am using playmaker to apply the force.
That is what I thought, I just checked everything seems normal.
I stripped everything and only left the add force impulse via PM 6.5 in Z local every frame,
Collision detection is set to Continuou…
Ah I see what you did there, makes sense.
The character now only turns a small amount when A/D pressed, this with a combination of the other script you provided can be used in conjunction to make it as slow/fast as needed,
Out of performance quest…
Thank you that is useful,
I used it to debug the speed and figure out where the difference is.
So, if I just press the A- or D once the character does the 90 degree turn I was referring to, if I hold the A or D the character does turn with the sa…
I have done a script to add force with physics or on its transform to an object, also with playmaker.
That is no problem, I also have it mapped to the Space button for Jump.
What I am getting from this now is, I force the character to jump by tra…
Thank you both for the great responses.
@ChrisIceBox I also wanted to allow the player to have more control of when they jump in game, it could be random anywhere. Unity's NavMesh seems like you will not have full control of when the Player can jum…
The levels on the character have 'empty' spaces, thus the character needs to jump on the platforms in order to make it to the other side. (If the player falls it dies)
The whole game makes a lot more sense to be played with mouse point and click, h…
I have it as:
Movement method: Direct
Input method: Touch Screen
Context sensitive.
I swapped the players with Tin Pot and my other char, they all worked except the main character, after further investigation it appears the freeze rotations have b…