Justin's best answers

  • Justin

    Mobile control: fire while turning around while running

    Ah, I see. This will require modification within the touchpad component but it should be pretty easy to add.
  • Justin

    Unequip problem

    Thank you for sending the clear repro scene. When OnAnimatorItemUnequip is called the first person arms gets deactivated which prevents the OnAnimatorItemUnequipComplete event from being sent because the arms animator is also deactivated. The transition from unequip to unequip complete is meant...
  • Justin

    How to climb a ladder?

    There currently is not an ability that allows for ladder climbing right now. We do have plans on adding one through an ability pack, but if you want it sooner you can add it through the ability system...
  • Justin

    How to end a task always in status Running when a higher priority task should be executed?

    You'll want to use conditional aborts. Take a look at these pages: https://opsive.com/support/documentation/behavior-designer/conditional-aborts/
  • Justin

    m_SpawnedObjectsOnDeath is null when I let it blank

    I'll ensure there is a null check for the next release :)
  • Justin

    Receiving Stack Overflow issue with Column Formation

    Thanks - that worked. It looks like the column task for your leader agent also specifies the leader. For this task make sure the leader is null so the column task won't try to add itself to the group.
  • Justin

    block a raycast from passing through objects

    My guess is that this is caused by one of the following: 1. The Can See Object task is not using the correct layers 2. The raycast is starting at the bottom of the character so it passes through the bottom of the wall before reaching the target. You can prevent this from happening by increasing...
  • Justin

    Shooting and impact

    The health component isn't aware of a ragdoll so it shouldn't be messing with it at all. The ragdoll ability only activates when the character dies.
  • Justin

    Support For First Person Controller?

    Is there a particular portion of the video tutorials that aren't matching up? In general everything should be similar between the first and third person perspective. In the last version there was a new parameter added to the Item Builder which allows you to specify if you want to add a first or...
  • Justin

    error CS0039

    Take a look at the namespace section of: https://opsive.com/support/documentation/ultimate-character-controller/getting-started/importing/
  • Justin

    How to Return Item From ItemType

    It sounds like you're looking for InventoryBase.GetItem.
  • Justin

    How to use "GetComponent<BehaviorTree>()" to get a certain group on a GameObject?

    You can check the grouping variable with: var behaviorTrees = myGameObject.GetComponent<BehaviorTree>(); for (int i = 0; i < behaviorTrees.Length; ++i) { if (behaviorTrees[i].Group == myGroup) { DoSomething() }; }
  • Justin

    Syncing Playmaker Variables

    I actually plan on deprecating the Variable Synchronizer soon. You can do almost everything with Property Mappings except sync Playmaker variables. I'll try to update the integration package soon with Playmaker Variable Property Mapping support so then you won't even need to use the synchronize...
  • Justin

    Virtual Buttons

    I got some time to take a look at this. Add the following to UnityInput: public override bool IsPointerOverUI() { // The input will always be over a UI element with virtual inputs. if (m_Input is VirtualInput) { return false...
  • Justin

    SetPass calls are doubled! How to turn off gun's camera?

    When you say guns camera, do you mean the first person camera, or the scope camera? It sounds like you want to enable Disable Scope Camera on No Aim: https://opsive.com/support/documentation/ultimate-character-controller/items/actions/usable/shootable-weapon/
  • Justin

    BD Does Not Work in Built Game

    Looks like you need to bake the navmesh, and then a patrol target isn't set.
  • Justin

    Switching Weapons

    I just updated the docs to include equipping/unequipping: https://opsive.com/support/documentation/ultimate-character-controller/artificial-intelligence/
  • Justin

    Replacing Animation Locking Animator - ExectureEvent has been set on new animation.

    Progress! You are right in that there are two events - one for using the item, and one for completing the item use. Take a look at this page for how the combo system works: https://opsive.com/support/documentation/ultimate-character-controller/items/actions/usable/melee-weapon/
  • Justin

    Bow Strength and Spread

    1. Right now it's not possible. This would be controlled within ShootableWeapon with a different velocity vector of the projectile when it is initialized. Things are getting pretty stable so I hope to be able to add new features soon. 2. Right now only the velocity is affected by the strength -...
  • Justin

    Cursor Starts Invisible in 2.5D

    Awesome! I've been working on Malbers and he has the basic movement working. I think that he is working on the attacking features now so hopefully it'll be soon :)
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