So, I've held off on updating Unity for quite a little while (still on 5.1). Should I update to 5.3 since they've had a few iterative releases or should I just wait until 5.4 and wait for Chris to rock the AC update to be fully supported?
I decided to approach this a bit differently. Instead of using Play Custom, I created a new Bool and am transitioning from that. That seems to be a bit more reliable.
Basically, what it would do is it would act like the animation wasn't being trig…
Quick follow-up. This seems to be working for the most part, however, if I try to use Character: Animate and try playing a custom animation, I have to have a transition time of 0 (snap to the animation), I can't get the animation to play reliably i…
@kici - the best advice I would say would be go to through the Final IK tutorials:
https://youtu.be/7__IafZGwvI?list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6
I was able to get my characters using stairs with the Character Controller component instead of …
Chris, would you mind posting a screen shot of your controller-graph/blend-tree? I have a basic one setup and it is working better, but I'd like to massage some of the data (like blending from walk to idle a bit more smoothly and implementing turns…
Sure...here's a high level breakdown of my settings:
Animation Controller that's being used - https://www.dropbox.com/s/msf2vh251juqluk/Screen_Controller.png?dl=0
Walk -> Idle Transition that has a fixed duration - it doesn't matter how fast/sl…
Finally got a chance to work on my project again after a couple of months of crunch and seemed to find the root cause of this. I narrowed it down to my transition from walk to idle. If I have "Fixed Duration" checked, then I will get a d…
@ChrisIceBox - Just replaced my player with Tin Pot and there was *no* delay after he spoke like I'm experiencing with my player...I also tried replacing Tin Pot's capsule collider and rigidbody with the character controller to see if I could replic…
Hmmmm...I wonder if this is all tied to the Character Controller (I'm not using Rigidbody + Capsule Collider due to the amount of stairs that are in my game). I am using Mecanim but I don't get any feedback in the Animator window when monitoring so…
I'm not seeing anything out of the ordinary in the Active ActionLists...however, I did notice that this seems to happen if the player actually talks. I just tested a sequence where the player reads a large passage from a book that the narrator read…
Oh yeah - an additional note, I can turn with no problems while this delay in input is happening. I can spin in a circle but just can't move forward...
Nah - just using Mecanim. I can look at the Grounder settings on the capsule collider + rigidbody version and see if there's an inconsistency or something. Right now, the character just walks straight through stairs.
As you might see from the head turning thread, I rebuilt my character and got that working. I did try a version with the capsule collider + rigidbody but was still experiencing the same problems on stairs that I did months ago, so I'm going to stic…
Okay. I think I have this working finally. It took me going back and re-exporting my models and rebuilding my player from ground up, but it's actually behaving much better (not constantly staring at my shoes). Nothing else seemed to be wildly ami…
@danielvierna - yep, they just don't climb the stairs at all. Basically, if there's any sort of significant height change, the player won't scale it. I think I tried the kinematic option, but that was months so. I'm actually rebuilding one of my …
Hey @danielvierna! I moved over to the Character Controller because using the Capsule Collider + Rigidbody combo doesn't work well with characters that need to go up and down stairs. I was actually use the Capsule Collider + Rigidbody setup for a …
Hey all -
Has anyone setup Salsa3D with FUSE Characters in AC and only using text for lipsync? As of right now, I'm not using voice over in my game, but I'd still like to leverage Salsa for lipsync. If it's not designed to do that, I can look int…