Character falling forever after swapping models.

bmccall1

New member
Hello, I'm new to UCC and'm having an issue with the character ignoring all collisions after using the ModelManager to change the active model. In the attached video, you can see the issue happening.
In my game I have a base version of the atlas character and at runtime we are spawning a new avatar and adding it as a new model to the atlas character. I need to set it in runtime because in my game players are able to spawn custom avatars from our servers, so it's not possible to have the prefab already set with the models. The custom models we use have the mixamo rig structure.
To configure the new model I'm using the CharacterBuilder class, using the AddAnimator, AddUnityIK, AddFootEffects, and AddColliders on the newly spawned custom avatar and after that adding it as a new model to the Default character using the AddCharacterModel. After that, when the new avatar is set as active the player just starts falling through the ground, although not errors appear on the console.

I already searched for similar issues on the forum, and found other treads like [this] one, but the solutions proposed there are already on my version of UCC (for the one Justin suggested) or didn't work for my case.

UCC version: 3.3.3p1
Unity version: 6000.2.14f1
 

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Is the collider active? Have you tried testing the setup by creating the character at design time instead of runtime?

The thread that you linked to was from version 2 and the model swapping feature didn't exist in that version.
 
Yes, the collider for the new model is active.1770382028091.png
I tested setting it up in the editor by downloading the same model and adding it to the project and using the character manager to add as a new model in order to check if something was wrong with the model itself, but when doing it this way it works. But I cannot use this solution of having the character in the project pre added for the player because in my game each player can have it own character model, and they are being downloaded and instantiated in the game at runtime, similar to ReadyPlayerMe.
I'll also attach the video of the test with the downloaded model.
 

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It looks like the layer of your collider is empty. Ensure it is set to the Character layer. You can change this later if you need to but that looks like something that's wrong in your screenshot. If that still doesn't work can you send a repro scene to support@opsive.com?
 
I tested setting the layer, but that didn't solve the problem, and the atlas character doesn't have the layer set as well, but it is working fine when he is the active avatar.
I cannot send you the scene because it has dependencies on lots of other scripts and managers in the project and that would require almost the whole project to be sent and allow you to reproduce. But I can send you a more complete video showing all the process I'm doing to help you better understand the issue, either that or we can schedule a call so I can present it to you.
 
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I am going to need a repro scene in order to be able to debug it. A video won't let me step through the code to determine the cause. If you can fake the data somehow that would also work.
 
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