Hi,
I'm just experimenting setting up my own character. Following the setup guide I created my own character with the assault rifle as demonstrated. That worked fine. But once I try and add a second weapon, a pistol, the assault rifle is still displayed when I have the pistol equipped.
The setup is that the assault rifle is under FirstPersonObects->NolanFirstPersonArms, and the pistol is under FirstPersonObejcts->NolanFirstPersonRightArms
Both of these display when the pistol is equipped. The pistol works fine, it fires and the assault rifle does not, it is just the display that is wrong. I'm just not sure what Im doing wrong. I've read the docs and compared against the demo's Nolan character, I am not spotting the difference.
At first, I thought my solution was to disable the FirstPersonObjects children by default. That seemed to work, the proper one was automatically enabled when switching between assault rifle and pistol. Then I tried adding a second alternate pistol weapon (different ItemType). Now I am running into an issue, upon equipping a weapon, that the ChildAnimatorMonitor methods are being called before it's Awake() method is called, resulting in some NullRefs.
Attached is just the basic gameobject hierarchy, it is the same as the demo Nolan character. Can anyone help shed light on what I'm doing wrong?
Thanks
I'm just experimenting setting up my own character. Following the setup guide I created my own character with the assault rifle as demonstrated. That worked fine. But once I try and add a second weapon, a pistol, the assault rifle is still displayed when I have the pistol equipped.
The setup is that the assault rifle is under FirstPersonObects->NolanFirstPersonArms, and the pistol is under FirstPersonObejcts->NolanFirstPersonRightArms
Both of these display when the pistol is equipped. The pistol works fine, it fires and the assault rifle does not, it is just the display that is wrong. I'm just not sure what Im doing wrong. I've read the docs and compared against the demo's Nolan character, I am not spotting the difference.
At first, I thought my solution was to disable the FirstPersonObjects children by default. That seemed to work, the proper one was automatically enabled when switching between assault rifle and pistol. Then I tried adding a second alternate pistol weapon (different ItemType). Now I am running into an issue, upon equipping a weapon, that the ChildAnimatorMonitor methods are being called before it's Awake() method is called, resulting in some NullRefs.
Attached is just the basic gameobject hierarchy, it is the same as the demo Nolan character. Can anyone help shed light on what I'm doing wrong?
Thanks