Melee Weapon Setup

PHelsing

New member
Hello,

I have been having problems while trying to integrate UIS and TPC so they work together.
Everything goes well until I equip a weapon, after that everything is bugged.
Along with console error : "Setting the parent of a transform which resides in a Prefab Asset is disabled to prevent data corruption (GameObject: 'Trail(Clone)')."

Since it's difficult for me to explain what is happening. I recorded a video showing all the problems that I'm having.


Regards.
 
The trail location is unable to be set with a runtime pickup. In the next update I will add the ability to specify an Object Location, similar to the bottom of this page:


In terms of the other problems, those look related to the wrong states, animator audio state set, or animation event trigger setup for the melee weapon. Before doing the integration with the inventory system, have you followed this video? Also make sure you have the correct Movement Set ID specified.

Another option is to compare the settings for the sword within the demo scene compared to the sword that you created.
 
Hello,

I copied the values from the Demo Prefab and now the animation works, weird because it was all the same except for the Movement Set ID that was 24 the one for the katana.

With that solved. The rest of the problems stay, I'm unable to unequip the Item using the UIS, It happens just like it was shown in the video.

And yes, I followed that video and the integration video.

Regards.
 
Can you send me a screenshot of the item action you are using for equipping? I want to make sure you are using the correct action for the integration which is EquipUnequipItemAction. My suspicion is that you are using the MoveToItemCollectionItemAction instead which does not work for the integration equip/unequip.

If you don't know where to find you item actions go to you InventoryGridUI component of your inventory main menu, it will referenced in one of the fields.

if you are indeed using the EquipUnequipItemAction then something else must be off.

If that is the case please send me a screen shot of your item prefab inspector, I want to make sure all the components are set correctly.

Also send me a screen shot of your inventoryBridge component, just in case.

Finally when you start the game could you make sure that your weapon gets added to the Equipped ItemCollection and that when it is unequipped it is added to the Equippable item collection
 
Okey, I had EquipUnequipItemAction, and It didn't work.
So I deleted the EquipUnequipItemAction, and reimported ONLY the EquipUnequipItemAction from the package.

Then after reassigning everything, unity was throwing a lot of exceptions.
Knowing how unity sometimes does what it wants I closed unity and opened it again.

After that everything is working fine.

Thanks for your help.
 
Looking into this some more you should not need to specify an ID for the trail location. The trail location will always be part of the prefab that is spawned so there's no need for an ID. Or am I missing something?
 
The trail error persists. I don't know it's origin I only know what Unity is logging to the console.

And as you said, from what I understand I shouldn't need to specify an ID.
 
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