Managed to get UMA down to one error message.
First off, I'm using the new input system. I had to update
to
inside CharacterBuilder.cs
So if you could make that change so when I upgrade, this doesn't get wiped, I would appreciate it.
Now onto my error:
I'm using the "UltimateCharacterControllerDemo" animation controller under "Race Animation Controllers \ Default Animation Controller". But I'm guessing I'm not using the correct avatar. But I just grabbed the prefab "UMADynamicCharacterAvatar" from the "UMA \ Getting Started" folder, so not sure what else I'm supposed to change?
First off, I'm using the new input system. I had to update
C#:
public static void AddUnityInput(GameObject character)
{
if (character.GetComponent<Shared.Input.UnityInput>() == null) {
character.AddComponent<Shared.Input.UnityInput>();
}
}
to
C#:
if (character.GetComponent<Shared.Input.PlayerInput>() == null) {
character.AddComponent<Shared.Input.UnityInput>();
}
inside CharacterBuilder.cs
So if you could make that change so when I upgrade, this doesn't get wiped, I would appreciate it.
Now onto my error:
Error: The animator UMADynamicCharacterAvatar is not designed to work with the Ultimate Character Controller. Ensure the animator has all of the required parameters.
UnityEngine.Debug:LogError (object)
Opsive.UltimateCharacterController.Character.AnimatorMonitor:Awake () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/AnimatorMonitor.cs:128)
UnityEngine.GameObject:AddComponent<Opsive.UltimateCharacterController.Character.AnimatorMonitor> ()
Opsive.UltimateCharacterController.Utility.Builders.CharacterBuilder:AddAnimator (UnityEngine.GameObject,UnityEngine.RuntimeAnimatorController,bool) (at Assets/Opsive/UltimateCharacterController/Scripts/Utility/Builders/CharacterBuilder.cs:241)
Opsive.UltimateCharacterController.Utility.Builders.CharacterBuilder:AddEssentials (UnityEngine.GameObject,bool,UnityEngine.RuntimeAnimatorController,bool,UnityEngine.Material,bool) (at Assets/Opsive/UltimateCharacterController/Scripts/Utility/Builders/CharacterBuilder.cs:143)
Opsive.UltimateCharacterController.Utility.Builders.CharacterBuilder:BuildCharacter (UnityEngine.GameObject,bool,UnityEngine.RuntimeAnimatorController,string,string,bool,UnityEngine.GameObject[],UnityEngine.Material,bool) (at Assets/Opsive/UltimateCharacterController/Scripts/Utility/Builders/CharacterBuilder.cs:68)
Opsive.UltimateCharacterController.Integrations.UMA.UMACharacterBuilder:OnCharacterCreated (UMA.UMAData) (at Assets/Opsive/UltimateCharacterController/Integrations/UMA/UMACharacterBuilder.cs:99)
UnityEngine.Events.UnityEvent`1<UMA.UMAData>:Invoke (UMA.UMAData)
UMA.UMAData:FireUpdatedEvent (bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:1535)
UMA.UMAGeneratorBuiltin:UMAReady () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:560)
UMA.UMAGeneratorBuiltin:GenerateSingleUMA (UMA.UMAData,bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:338)
UMA.UMAGeneratorBuiltin:OnDirtyUpdate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:454)
UMA.UMAGeneratorBuiltin:Work () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:160)
UMA.UMAGeneratorBuiltin:Update () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:112)
I'm using the "UltimateCharacterControllerDemo" animation controller under "Race Animation Controllers \ Default Animation Controller". But I'm guessing I'm not using the correct avatar. But I just grabbed the prefab "UMADynamicCharacterAvatar" from the "UMA \ Getting Started" folder, so not sure what else I'm supposed to change?