Syscrusher
New member
I've been testing UCC (latest version, as of 2018-10-11) in Unity 2018.2.11f1. Things are working quite well overall, but I'm getting a couple of instances per test run of the following error:
These happen with each footstep, when I walk on a Voxeland static object (that is, a finite-sized voxel terrain). My test scene starts the character on a standard Unity cube with a box collider, then I walk off the cube onto the Voxeland object. The errors don't occur on the Unity cube. There's a very similar error that happens just 2 instances per run when you first step off the cube and onto the Voxeland terrain.
I think it's related to the fact that the Voxeland texture handling is unusual. This is not causing any problems in my testing, other than lack of footstep sounds. In the cinematic scene I'm making, I will be handling foley sounds independently, so this is absolutely not a problem for my project. I just wanted to let you know.
I am also extremely happy to report that locomotion and foot IK work absolutely flawlessly between UCC and Voxeland terrains. Opsive can be really proud of this, because I am testing on an exact copy of the voxel object from my cinematic scene, and the standard Unity character controller (the one in the Standard Assets) is utterly unable to reliably move on this object. I tried out the foot IK on all kinds of crazy surface contours and Could. Not. Break. It. Color me impressed!
Code:
Material doesn't have a texture property '_MainTex'
UnityEngine.Material:get_mainTexture()
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:GetComplexSurfaceType(Material, RaycastHit) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:640)
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:GetComplexSurfaceType(RaycastHit) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:511)
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:GetSurfaceType(RaycastHit) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:270)
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:GetSurfaceEffect(RaycastHit, SurfaceImpact, SurfaceType&, Boolean&) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:248)
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:SpawnEffectInternal(RaycastHit, SurfaceImpact, Vector3, Single, GameObject, Vector3, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:223)
Opsive.UltimateCharacterController.SurfaceSystem.SurfaceManager:SpawnEffect(RaycastHit, SurfaceImpact, Vector3, Single, GameObject, Vector3, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/SurfaceSystem/SurfaceManager.cs:205)
Opsive.UltimateCharacterController.Character.CharacterFootEffects:FootStep(Transform, Boolean) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterFootEffects.cs:327)
Opsive.UltimateCharacterController.Character.CharacterFootEffects:DetectBodyStep() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterFootEffects.cs:252)
Opsive.UltimateCharacterController.Character.CharacterFootEffects:FixedUpdate() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterFootEffects.cs:230)
These happen with each footstep, when I walk on a Voxeland static object (that is, a finite-sized voxel terrain). My test scene starts the character on a standard Unity cube with a box collider, then I walk off the cube onto the Voxeland object. The errors don't occur on the Unity cube. There's a very similar error that happens just 2 instances per run when you first step off the cube and onto the Voxeland terrain.
I think it's related to the fact that the Voxeland texture handling is unusual. This is not causing any problems in my testing, other than lack of footstep sounds. In the cinematic scene I'm making, I will be handling foley sounds independently, so this is absolutely not a problem for my project. I just wanted to let you know.
I am also extremely happy to report that locomotion and foot IK work absolutely flawlessly between UCC and Voxeland terrains. Opsive can be really proud of this, because I am testing on an exact copy of the voxel object from my cinematic scene, and the standard Unity character controller (the one in the Standard Assets) is utterly unable to reliably move on this object. I tried out the foot IK on all kinds of crazy surface contours and Could. Not. Break. It. Color me impressed!