snicker
Member
UCC 2.2.5
I want to use shootable weapon impact to set a state on an character's root object to enable presets on CharacterHealth and Character Locomotion as status effects.
When the character is impacted with a shootable weapon, the child game object collider hit(the hitbox referenced by CharacterHealth) has the state activated by shootable's impact.
I can see the state active because I added StateBehavior component to the hitbox collider, but its parent the root Character object does not have the state activated.
This way of setting states with shootable works fine on non-character objects that have their hitbox collider on the same GameObject as the root.
How do I make the root character object copy the same state as its child hitbox colliders? Am I using the StateBehavior component correctly, I think its to share active states between gameObjects?
I want to use shootable weapon impact to set a state on an character's root object to enable presets on CharacterHealth and Character Locomotion as status effects.
When the character is impacted with a shootable weapon, the child game object collider hit(the hitbox referenced by CharacterHealth) has the state activated by shootable's impact.
I can see the state active because I added StateBehavior component to the hitbox collider, but its parent the root Character object does not have the state activated.
This way of setting states with shootable works fine on non-character objects that have their hitbox collider on the same GameObject as the root.
How do I make the root character object copy the same state as its child hitbox colliders? Am I using the StateBehavior component correctly, I think its to share active states between gameObjects?