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 have a character made in blender together with some basic animations. When i drag the character prefab inside my scene in Unity and press play the character clips halfway down in the terrain. When i disable the "Animator" from the prefab the character does not clip down, but stays in its given position. It also rotates the character 90 degrees.
How can i fix so that the animations made in blender does not move down or rotates my character? I will provide images of the issue together with values from the inspector.
Go to the animation clip(s) and click "Bake Into Pose" under "Root Transform Position (Y)" do that for Root Transform Rotation aswell
I have an issue where my skybox lighting in the scene and game windows rotates when my character rotates. The game has a top down view and is running in the HDRP render pipeline (Unity version: 2021.3.4f1). I'm currently using a procedural sky. There are no additional lights added to the scene and the camera does not rotate, it just follows the player keeping the player in the center of the screen. At one point it was working fine and the skybox lighting was only ever facing one direction. However, while working on unrelated gameplay mechanics the skybox lighting has now permanently started to rotate with the player character. Why is this occurring and how can I fix this?
So I have a human character with a sword and some barrels in my scene. I have written a script for shattering barrels with the sword. I am using character controller on character (so no rigidbody component) and capsule collider (with rigidbody component) for barrels.
But when the character moves closer to the barrel it just floats in the air after colliding to it and stays there as I'm not using rigidbody component for the character. How do I fix this problem?
What is the correct way of handling colliders for humanoid characters?
There is a detailed explanation on how to handle Character Controllers and Physics Objects on the Unity Manual Page. If you dont want to read there are also videos provided by Unity on their youtube channel. Maybe start with reading the documentation on
https://docs.unity3d.com/Manual/CharacterControllers.html
The first problem happen when I'm playing a stand up animation took from mixamo.com including a character from mixamo. The animation is working fine and the character does stand up but in the end when the animation finish some parts of the character are rotated not to 0,0,0 so the character seems a but standing on the side. Maybe this is how it should be but I wonder if there is any way to make the character standing right like 0,0,0 ?
The mixamo character is Medea. And this is a screenshot of it before running the game :
And this is the character after the animation ended :
When you arel ooking on the left scene view window the character seems to be standing fine also on the right in the Inspector the rotation is fine 0,0,0
But when you are looking on the left on the game view window you see that the view rotation is not like 0,0,0
When I'm looking on some of the mixamo character childs like the mixamorig:Head or the neck and other childs some of them the rotation is not 0,0,0 and if I will play with it and change some of them to 0,0,0 then the character will looks like standing fine looking forward straight :
I tried now and changing only the head rotation to 0,0,0 make it looks fine.
The problem is how to change the head to 0,0,0 when the animation end ? It will looks bad like the head is turning strange at once to 0,0,0
My problem is not how to change the head rotation at the end of the animation but that it will look bad that the head is suddenly change rotation.
Seems like you're building a first-person game and using the ready to use animations from Mixamo. If this is the case, don't attach the camera on the head. Head will move based on the animation which is not in your control.
If you want to give a realistic feeling for cutscenes for example, at the beginning of the game, the character is standing up, etc., then you can add 2 cameras, one to the character, and a second one is on the head. So during the cutscenes, you can use the head-mounted camera and for the gameplay, you can switch to the normal camera.
You can also use just one camera mounted on the character (not the head) and try to update the position of the camera based on the position of the head until the cutscene ends, then set the camera to the default position (you can set an animation event at the end of the animation to do that).