ChargerIIC
New member
I have a scene which is a character creator. Since I don't want the character to wander off during the process (or have the UTPC controller take control away from the UI), I disabled the UltimateCharacterLocomotion and UltimateCharacterLocomotionHandler component and passed the OnEnableGameplayInput event (with a flag of false) to disable the input . Everything works well until I try to pass the newly created character into the next scene. I enable input, turn on the related components, and my input switches over but none of the animations play. The character just stands in place as they glide across the map.
Below is the code I have toggling the relevant code. (Passing false in the character creator screen and true in the gameplay screen). I'm using Ultimate Third Person Controller with the ThirdPerson Combat view:
Am I missing something? Is this the right way to achieve the effect?
Below is the code I have toggling the relevant code. (Passing false in the character creator screen and true in the gameplay screen). I'm using Ultimate Third Person Controller with the ThirdPerson Combat view:
C#:
public void ToggleInputModel(bool flag)
{
InputActive = flag;
EventHandler.ExecuteEvent(gameObject, "OnEnableGameplayInput", InputActive);
GetComponent<UltimateCharacterLocomotion>().enabled = flag;
GetComponent<UltimateCharacterLocomotionHandler>().enabled = flag;
}
Am I missing something? Is this the right way to achieve the effect?