The tutorial here leads to a download page with only a Behavior Designer integration for A* Pathfinding - not a UCC integration. Is it supposed to be one package only?
But when I import it, it only extracts TASKS, there is no AStarAIAgent ABILITY. I have posted screenshots showing what I have...
I expected this response - do you not even provide customer support/ bug fixes on V2? Updating is not possible for me/many others in the middle of a project.
This seems like a very core issue. Could you possibly take a look and help me with a fix at least, or have you completely discarded V2...
This might be a bug, or I might have changed something on my end.
1. Character controller variant - FPC 2.4.9
2. Unity version - 2020.3.11f1
3. Bug description/ Steps to reproduce
If you stand very close to a wall, the player is unable to stand up properly. Specifically, the capsule collider...
Is there any way to add a jump input buffer in UCC? I've already added grounded grace period/ coyote time, but can't find any way to add the buffer.
More info on what it means - http://kpulv.com/106/Jump_Input_Buffering/
It basically means being able to jump a few seconds/frames before you...
1. Would you suggest that or would it be a better idea to set grounded as true whenever the character is climbing a ladder? Whats a more stable solution?
2. The solution in the link I posted above, is that a correct solution to this?
Fixed it by turning off fall damage as suggested.
(Also had...
Is this the actual default solution for this? My character takes damage when dismounting on top of a ladder - is this intended behavior by design for the climbing ability for any character or is there something wrong with my character specifically? Seems really odd to take fall damage after...
I have the same issue. I don't use root motion for my character. It's first person so I don't even have a character or animations. Am I forced to setup animations for climbing up/down to work?
Edit: Made it work by adding an animation that just moves the character up/down
This seems to only happen when the player is also moving at the same time. Could someone point me in the right direction to check what might be causing this? I had this issue earlier as well, so I recreated the character but the issue still exists. Here's a video showing the arms momentarily...