Recent content by digitalOctopus

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    Drop downs not responding to clicks

    Hello, The drop down for Component Name doesn't expand for me upon clicking, under the Invoke Function task. It flashes white but won't expand. I've tried closing and re-opening both Behavior Designer and the Unity editor. I'm using 2019.3.10f1. There are no errors or warnings in the console...
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    Can movement/formation/tactical tasks be performed in parallel?

    I apologize if this is explained somewhere, I did not find it. I am interested in having a squad of soldiers that will keep their formation while executing various movement/tactical tasks. I've tried parenting two of these tasks to a parallel task, but it doesn't seem it's meant to work this...
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    Expanding upon the hang ability

    Hello, I recall reading that the hang ability might be the most complex ability you've developed, and after looking through the code, I believe you! :) I wanted to ask how hard it would be to enable a character to run towards a hangable object, like an overhead pipe, and jump, grab, and swing...
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    Can't find A* Pathfinding Integration for Formation Pack

    Found it via google, might need to update a link somewhere: https://opsive.com/downloads/?pid=1093
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    Can't find A* Pathfinding Integration for Formation Pack

    Hi, sorry for the dumb question but I'm on this page and can't find the integrations: https://opsive.com/support/documentation/behavior-designer-formations-pack/ Trying to use the Arc formation with A* Pathfinding Pro. Thanks for any pointers!
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    Encountering NullPointer when trying to move

    Good morning, thus far I have been using UCC with various Synty characters, which are all constructed in a similar structure and all work well with UCC. Yesterday I decided to learn how to use UMA, and I got the Power Tools add-on so that I could make prefab UMA characters and hopefully skip...
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    Final IK Bridge & Update 2.1.4 Problem?

    I'm out of town on a work trip and don't have access to my project, but I happened to spot this thread and wanted to add that I've also noticed jitter with the new version of the FinalIK Bridge. Also, when my characters stand idle, their feet are spread apart but their knees are together, as if...
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    Is there an advantage to replacing the animator controller?

    I don't imagine you're losing more than a little runtime memory, which is probably fine if you're not on mobile. I suspect the demo controller is part of the asset, partially as a learning tool, but also so people can repurpose it if they so choose. Would be interested to learn if I'm wrong though.
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    Is there an advantage to replacing the animator controller?

    I too had this same question. For a few months I didn't bother, and figured that a big controller with too many use cases was better than spending time rebuilding what was already provided. For whatever reason one night, I decided to build my own, and to not stop working on it til I at least had...
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    Jump ability OnGrounded question

    Sorry for the lengthy stack trace, I hope it is useful info. I have updated the character count on the Game Manager and have done my best to make sure it's set up the same as the Demo example, but am still having some trouble with this error. Thanks for any tips!
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    Jump ability OnGrounded question

    Hello, I'm using the stock Jump Ability with a custom animator controller and my own jump animation. I've set it up to have the same animation event triggers as the demo jump animation (OnAnimatorJump at the beginning and OnCharacterGrounded at the end). When I play the game and press Jump, the...
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    FinalIK integration with UCC 2.1.2

    I changed FinalIKBridge.FixedMove() to FinalIKBridge.Move as there was a second error saying the abstract method "Move" from CharacterIKBase was not implemented. Another user on discord said he wasn't having this issue but I tried removing and re-importing both packages, so I'm not sure where...
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    FinalIK integration with UCC 2.1.2

    Hello, I'm encountering this after importing the latest UCC and FinalIK integration package: [CompilerError] 'FinalIKBridge.FixedMove()': no suitable method found to override Compiler Error at Assets\Opsive\UltimateCharacterController\Integrations\Final IK\FinalIKBridge.cs:299 column 30 I...
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    Maximum number of abilities?

    Hello, Out of curiosity, is there a recommended number of abilities that you'd suggest staying below? I've finally gotten the hang of animator controllers and abilities, and am wondering if I should make many simple abilities or a handful of more complex ones. Thanks!
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    Configuring character via script

    Figured it out, all is well. Marking solved
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