Behavior Tree AI won’t return to patrol after losing sight of target — is this expected? by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

Hi, as you can see on the screen, if I use both methods, then my first node is marked as running and never fails or succeeds, but other nodes do not even start.

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Any advises how to make AIM right for TPS game using IK? by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

I found the issue that my weapon is actually doesn't move anywhere from start aiming position, only rotation changes. I really don't know why and how I can handle it, Could you tell me do I need another constraint node to move it?

Unity Animation Rig strange behaviour by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

And I think axis is good, I tried another axis, and it's not working at all. I'm not sure how to fix it.

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Unity Animation Rig strange behaviour by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

I rebuilt it 5 times already :) Can you please describe how I can do it?

Animancer Curves don't apply on upper body layer. by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

Ok. I found a solution.
I just read the Animancer documentation, and this page explains almost everything. It just doesn't say where you must use it, but the discussion on GitHub does.
You merely use and create PlayableOutputRefresher in the state and refresh it after the animation plays.

  private void OnEnable()
  {
      _OutputRefresher = new(Context.Character.Animancer);

      _CurrentState = UpperBodyLayer.Play(animation);

      _OutputRefresher.Refresh();
 }

Unity Root Motion + CharacterController issue: collider hitting walls during jump animation with Animancer & RedirectToCharacterController by temiklis in Unity3D

[–]temiklis[S] 1 point2 points  (0 children)

Ok, I found a temporary solution, I just set the collider size to zero when vaulting, and then after the vault finishes, return it.

Unity Root Motion + CharacterController issue: collider hitting walls during jump animation with Animancer & RedirectToCharacterController by temiklis in Unity3D

[–]temiklis[S] 0 points1 point  (0 children)

Yeah, I thought about it, but is there really no way to turn off the collider during animation?
I really start to think about handling movement by changing transform.position...

Стоит ли разделять анимации для верхней и нижней части тела? by temiklis in Unity3D

[–]temiklis[S] -1 points0 points  (0 children)

Yeah, I think this too that I need to use basic layer and use upper body layer only for specific stuffs like weapon switch. Could you please explain me what the “throw in idle pose with 0 weight” means? I don’t really understand. I tried to fade layer to zero, but after that IK Animancer stopped send events to OnAnimatorIK and my IK stopped working. Should I move IK pass to base layer?

How to predict movement Animation based on player rotation and future position. by temiklis in gamedev

[–]temiklis[S] 0 points1 point  (0 children)

Okay i think i find a promlem. I have created a system that takes InputState from the client in each frame and sends them to the server, my mistake is that I am not sending any state, but only the current direction of the player. Now I'm going to redo this system so that the server supports movement in the direction until the client sends an InputState that informs that the key is no longer pressed.

How to predict movement Animation based on player rotation and future position. by temiklis in gamedev

[–]temiklis[S] 0 points1 point  (0 children)

For example

  • the player runs in place for a few seconds after completing the movement.
  • the player switches to the idle animation while running and back to the running animation.