Recent content by artius

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    First person character without third person animation controller

    Completely missed this. I thought you needed both third and first components attached. This was exactly what I needed, thanks.
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    First person character without third person animation controller

    Is there a way to remove the need for a third person body while using the first person perspective? I'm trying to remove the need for juggling two animation controllers.
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    Triggering abilities with the Interact Ability

    I'm looking for it just to fade out the screen, teleport the player to the new place, then fade the scene back in. Not a true ladder climb. I ended up using the code for the teleporter in the demo scene and making it implement the IInteractableTarget. So, on interact, it will teleport the player.
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    Triggering abilities with the Interact Ability

    I'm about to start going through the process of trying to interact with a ladder then doing a fade-in/out transition to be at the opposite end. My thought is to try and set up the ladder with the Interactable component and add an IInteractableTarget Component to the player that will trigger the...
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    Top Down movement with Cinemachine camera

    I ended up swapping off of this camera view. It ended up being more complicated than we needed.
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    Top Down movement with Cinemachine camera

    Hi, I've set up a series of cameras in cinemachine that will change the angle that the camera is rotated while looking at the player. I'm trying to marry that up with a twin stick setup and have the player character rotate relative to the right stick's position. I was thinking of modifying the...
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    Problem setting up melee weapons

    To clarify, I had the same issue and I went and changed the Hand Weight value from 1 to 0 in the CharacterIK component of the player. This is the same value listed in the MeleeCharacterIKPreset file.
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    Camera slowly rolls the longer you play

    I took a look and it looks like it's not the camera that's tilting, but the player. I'm using AddForce to create a dash. I think what's happening is that the character is being yanked through solid objects and being forced to rotate.
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    Camera slowly rolls the longer you play

    I'm having an issue where the camera's the axis slowly rotates the more you collide with other objects. I'm not sure what the problem is.
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    Item Substate Index is not updating the Animator

    This ended up being close to the issue. The animation event was probably not in the right spot on the anim timeline. I swapped it to not use events and it worked. Thanks.
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    Item Substate Index is not updating the Animator

    I'm having a strange issue where the Substate Index is not changing while the use ability is active. Has anyone encountered this?
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    Sequence of abilities

    So, the issue I was having seemed to be some problem where other abilities were running over each other. I took another look at the Ability priority and that seems to have done the trick.
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    Sequence of abilities

    Hello, how can I achieve a sequence of abilities where one is triggered when the other completes? I see the "AbilityStart" method, but I'm not seeing a "OnAbilityEnd" method. Any ideas?
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    Dash Ability

    I ended up using DOTween to calculate a new position, then I ran the below every frame to apply the new position. public override void Update() { base.Update(); if (vectorTween.IsActive()) { ApplyPosition(); } }...
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    Dash Ability

    Hi all, I'm trying to achieve something like Noctis, warp dash in FF15. I had the idea to use DOTween to get this to work, but I'm finding it difficult to navigate around UCC's built in movement code. Is there an existing integration or a documented set of steps for temporarily allowing another...
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