Recent content by devomage

  1. devomage

    Attach Camera to Character (Networking)

    This ended up being the issue: (network LookSource.cs) private void Start() { // Remote characters will not have a local look source. The current component should act as the look source. if (!isLocalPlayer) { EventHandler.UnregisterEvent<ILookSource>(m_GameObject...
  2. devomage

    Attach Camera to Character (Networking)

    With a networking add-on the input is disabled: //line #46 --- NetworkCharacterLocomotionHandler.cs if (m_NetworkInfo.IsLocalPlayer()) { } else { // Non-local players will not be controlled with player input. enabled = false; m_CharacterLocomotion.enabled = false; } On an...
  3. devomage

    UCC Asset Request

    Would you consider offering the "shared" namespace as a free/low cost package? I have a small 2D UI-related project that could use this.
  4. devomage

    Attach Camera to Character (Networking)

    I am trying to attach the camera to a character where the UltimateCharacterLocomotion component is disabled. It works again after I manually enable the component. How does the camera follow properly in this case?
  5. devomage

    1.1.9 Import Error

    Importing into a fresh project I am getting the following errors: Assets\Opsive\UltimateCharacterController\Add-Ons\Multiplayer\PhotonPUN\Scripts\Character\PunCharacterTransformMonitor.cs(90,44): error CS1061: 'CharacterFootEffects' does not contain a definition for 'CanPlaceFootstep' and no...
  6. devomage

    [Minor Bug] Demo Scene

    Hm, I guess disregard - this was 2.2.6 and is not happening in 2.2.7.
  7. devomage

    [Minor Bug] Demo Scene

    When you start the demo scene and select 3rd person Do nothing except hit escape (to get cursor) and click the zone arrow right You will eventually be equipped with the rifle The GUI does not update and shows the pistol thereafter until you grab a pickup or switch weapons
  8. devomage

    CharacterLocomotion param

    Not sure if this is intentional... the 3rd param intellisense does not match. /// <summary> /// Moves the character according to the input. This method exists to allow AI to easily move the character instead of having to go through /// the ControllerHandler. /// </summary> /// <param...
  9. devomage

    PUN Demo Weird Textures

    Updated screenshot.
  10. devomage

    PUN Demo Null Reference

    This is the cause...
  11. devomage

    PUN Demo Null Reference

    FragGrenadePickup x3 are still null in 1.1.6. First room, middle grenade. 2 single grenades in other areas upstairs.
  12. devomage

    PUN Demo Weird Textures

    Version 1.1.6 After baking the lights, the textures in the first stairwell (bottom floor, first room) are still "weird". Everything else is good, stairwells - woot!
  13. devomage

    Network Object Instantiation

    I think this was the concept the TNet dev had in mind... as long as you can get a reference to instanceObject (inside the static RCC) on the master client. I would still need initialization data... unless I could get it from the instanceObject. Here is a copy of the code suggestion by the...
  14. devomage

    Network Object Instantiation

    The TNet dev suggested that the ObjectPool might have an identifier to the object? The identifier can be passed to the RCC and then use the ObjectPool to find the reference inside the RCC. Returning a null seems intermittent and an overall bad idea.
  15. devomage

    Lagging on rotation in integration demo

    What was the USB device? Just curious for reference.
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