I am changing the topic a little here, but I didn't want to make a new thread quite yet since it still involves third-party control. I have decided to go back to a custom controller. Even though adjusting mass worked, for some odd reason, I just can…
Here is an update: I have been working on my controller instead of going for a custom one. That is, I am using Mecanim control through AC and it's player/paths option. I am using the Direct Control, Third Person. I'm having the problem of the contro…
Have you ever played the Elder Scrolls online (in 3rd person)? I am aiming for a camera just like that one, and a combat system like that too, at least control-wise. I will describe it in case you have not played it, and bear in mind, it's a game qu…
Thank you for your time in helping me @AlverikI really appreciate that because not many people will consider another's situation so much. Also, I don';t tend to read forum posts as offensive, and particularly when I'm struggling through a problem an…
To add to that, I think my concerns stemmed from the idea that I would attempt to use another tool and find it entirely incompatible. UFPS, as mentioned, does already have the bridge, but it's functionality is not in direct conflict with AC. TPC is …
@Snebjorn - Thank you for pointing this out. I think that might be really wise advice. I have had similar thoughts, but keep having camera problems. I also haven't looked into scripting my own controller with mecanim for things like melee and block.…
Watching the video, the Invector controller did look a little laggy. I can code what I need if I have guides, but I don't have a ton of automatic coding intuition. For the purposes of my project, i need a melee character with a generic, single anima…
And I am going to post again to ask a third question, directed specifically at you Chris. I appreciate your support, so hopefully, you find the time to again answer this question. When you explain running a sequence of events, you suggest doing it f…
Thank you for help and feedback. I am using direct control. I went back into the manual and saw that I can't use a Navmesh. I was trying to bake Unity's Navmesh and expecting my player to use it. I already knew about setting up the colliders, but i…
Update: I just wanted to let you know I think I fixed the problem. With my setup, instead of attaching a rigidbody, it turns out that using a character controller instead fixes the issue. It looks like a capsule collider can be attached too if neede…
Thanks for the response again. I didn't even know about that tutorial, so I had a read through. It does seem tailored for using that specific product from the Asset Store, Motion Controller, because I would have to change how CustomControllerLink in…
Thanks for the responses. Yes, I have tried all combinations for toggling component bools on the player character. I have root motion checked on for all, tried it other ways too. The only thing that does work, IS, if I uncheck the AC script called &…