Hi, I have a question when building my first unity project. So currently I am trying to create a character and add it into my scene.
As you may notice, the lower part of the picture are my characters, and the center part is my scene. However, after I adding the character into the scene by adding it in Sprite Renderer, instead of having the right character, I can only see a small circle. However, in the game the character appears perfectly. Therefore, I wonder if I can try something to make the character also be visible in the scene as well.
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I have a player model from the unity third person starter assets, whenever I attached a Character controller component, the center of it seems to be at the feet. I know I can adjust the center in the component to fit the player model, but is there a reason why the center of the character controller is at the feet? I tried other player models and got the same results.
The character controller is centered on the object's origin. For a rigged model that origin is typically the root bone located at the feet.
There is a special addon required to properly show bones in Unity, so I'll just display it in blender.
One could make the argument that the character controller could take this into account and automatically compensate, however this isn't possible since not all models follow this standard as you can see with this popular Uganda Knuckels rig.
On top of that you might be using the character controller for a character that isn't humanoid. In such a case any attempt at automation would fail.
First of all, please understand that I am using a translator.
I'm making a first person game and I've split it into two cameras. A camera that renders the main camera and the player's arms. FYI it's a URP and the camera sometimes doesn't render the hand mesh for the player's arm.
I have no idea what the heck is going on.
This is a scene that I made to make a prototype in a team project. As you can see, only the character and map are put in, and the character's movement and jump are implemented, but when the character moves south, the texture of the building in that direction appears to be broken. Does anyone know the solution?
I'm completely new to Unity and I'm starting to work on a little game for my class. The scenario says that the main character should be placed in my home town.
Since I'm not capable of modeling my town, I tried making skybox from google street view images using free plugin I found. It looks ok, so I tried adding an avatar, and that's where I'm having troubles.
When adding an avatar, he falls trough the floor, I suppose because its only image underneath him. Then I tried adding box below his feet, and now he levitates in squat position abowe it.
Has anyone any suggestions or ideas on how to fix this? Or maybe some suggestions on different vay of doing this would also be apprechiated.
Here is a photo of what it looks like now:
https://postimg.org/image/ehklr8sg5/
The reason your character falls is because there is no "floor" yet. The skybox is nothing but a special cube that wraps infinitely around your scene. With the street view images it may appear like the character is standing on solid ground based on the optical illusion of the skybox, but they're actually floating in space. When you press play, the physics engine starts, gravity takes hold, and your character falls.
There are a number of ways to prevent them from falling.
Disable Gravity on Character
This is only a good idea if you're not planning to use physics in your game.
Select your character's root node in the Hierarchy
In the inspector, find the RigidBody component
Uncheck Use Gravity
Add Floors
Add something with a collider on it that doesn't have a RigidBody. The collider will prevent the character from passing through it and the lack of RigidBody will ensure it doesn't also get affected by physics or gravity.
Create > Plane
Set its transform position to 0, 0, 0 so it's centered in the world
Scale it up big enough for your character to land on
Uncheck the Mesh Renderer in the inspector to make the plane invisible
In a test scene with a locomotion character, when I attach a SmoothFollow script to the character, it works as it should, but when I use Oculus Rift to view the scene in VR, it no longer follows the character as it walks...
I am aware that the camera transform is over-ridden with the head-tracked pose, and that if I want to move the camera, I must attach it as a child to another game object and then move the root game object, but doing so still would not let me follow the character in VR.
Am I missing something, or is it not possible to have this in Oculus Rift where you can just make the character walk and you automatically follow it?
It sounds like you are close. Did you attach the SmoothFollow script to the new GameObject (parent of the camera) rather than the camera itself?
Also, you may want to comment out the part of SmoothFollow where it sets the rotation of the camera - this can be very disorienting in VR.