kenny_is_human
New member
Hello, Opsive team!
I have recently started using the Agility Pack and found a couple of issues with Hanging and Ledge Strafing.
1a. Hanging Dismount (from up a ledge to hang):
- While spamming jump/use (during hang down animation) your character ends up in a state where Yaw is not taken at all into account resulting in you not being able to move left/right. You cannot recover from this one unless you somehow manage to go up the ledge again and properly start the hanging animation.
1.b Hanging Mount (from down a ledge to hang, pictured below):
- While spamming jump/use your character can end up in a state where he is grounded but can only move left/right. You can recover from this one by jumping.
1b
2. While Ledge Strafing, pressing "use" will result in the character trying to walk inside the wall. Not recoverable (pictured below 2.png). Additionally, pressing "use" closer to the start of the ledge crashes the game with the following error (pictured below 3.png).
2
3
Stack trace:
Are these issues known and should we work around them using states or some other mechanisms, or is this something else?
Thank you
I have recently started using the Agility Pack and found a couple of issues with Hanging and Ledge Strafing.
1a. Hanging Dismount (from up a ledge to hang):
- While spamming jump/use (during hang down animation) your character ends up in a state where Yaw is not taken at all into account resulting in you not being able to move left/right. You cannot recover from this one unless you somehow manage to go up the ledge again and properly start the hanging animation.
1.b Hanging Mount (from down a ledge to hang, pictured below):
- While spamming jump/use your character can end up in a state where he is grounded but can only move left/right. You can recover from this one by jumping.

2. While Ledge Strafing, pressing "use" will result in the character trying to walk inside the wall. Not recoverable (pictured below 2.png). Additionally, pressing "use" closer to the start of the ledge crashes the game with the following error (pictured below 3.png).


Stack trace:
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <695d1cc93cca45069c528c15c9fdd749>:0)
Opsive.Shared.Game.GameObjectExtensions.GetCachedComponents[T] (UnityEngine.GameObject gameObject) (at <6b6b48297d4f49e9ba244a49e70e6e92>:0)
Opsive.UltimateCharacterController.AddOns.Agility.Hang.GetMoveTowardsLocations () (at Assets/Opsive/UltimateCharacterController/Add-Ons/Agility/Scripts/Hang.cs:390)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.TryStartAbility (Opsive.UltimateCharacterController.Character.Abilities.Ability ability, System.Boolean ignorePriority, System.Boolean ignoreCanStartCheck) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:1174)
Opsive.UltimateCharacterController.Character.Abilities.MoveTowards.MoveTimeout () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/MoveTowards.cs:442)
Opsive.Shared.Game.ScheduledEvent.Invoke () (at <6b6b48297d4f49e9ba244a49e70e6e92>:0)
Opsive.Shared.Game.SchedulerBase.Invoke (Opsive.Shared.Game.ScheduledEventBase scheduledEvent, System.Int32 index) (at <6b6b48297d4f49e9ba244a49e70e6e92>:0)
Opsive.Shared.Game.SchedulerBase.Update () (at <6b6b48297d4f49e9ba244a49e70e6e92>:0)
Are these issues known and should we work around them using states or some other mechanisms, or is this something else?
Thank you