A: My Custom StarterCharacter is not working! It can't hold gears and items, and won't sit down in Roblox - roblox

This problem is common among beginners, and its widely asked. There is a very easy way to fix this. Often times, the problem will cause your Custom character unable to interact with its surroundings, ex: Not being able to hold gears/items, sit down in vehicles or chairs and a LOT more.

Whenever you have your StarterCharacter in the Starter Player module, you will notice a humanoid object in there with it. Delete the "Starter Humanoid" object and test it out! That will allow your custom character to sit, hold gears and do so much more. (The reason this works is because there is already a humanoid inside your starter character, the "StarterHumanoid" object is unneeded and causes problems with the humanoid already existing.

Related

Unity - Models suddenly stuck in poses In-Editor and Animations messed up across project

Please Note: I'm having trouble placing pictures here, but I have a thread on the Unity Forums of this issue with images and additional video. Please refer: https://forum.unity.com/threads/models-suddenly-stuck-in-poses-in-editor-and-animations-messed-up-across-project.1334213/
This has been torturing my team for the past month and a half and we're all very lost.
My team and I are using Unity 2020.3.27f1 LTS. We had setup many characters across the game. Of course, when we designed them and place them in the world in the Unity Editor, they are in their default T-Pose and animating once the game plays. This has been how the project's been for the past year.
Then about a month and a half ago I did a bunch of edits related to character animation and performances in a scene and pushed it. From there, all characters across the project broke in some way. I have no idea why as I only edited a few animations for select characters and their triggers. I didn't touch any code.
When I say they all broke, it's in various ways. Some characters stopped working entirely or partially; an example being a character with a long coat but now the coat itself no longer animated at all with the rest of the body. Some had parts of their rig that started to bend, distort, and move oddly in ways they never did before on animation, most prominently their hands in most cases. Some contorted into random positions for no reason...
However, the biggest problem is that almost every character model now holds a pose in the Unity editor. We have no idea why. It's like Unity saved their last posed position and has made it their default pose forever. They hold that pose no matter what. You can remove all their animation components and it will still hold that pose instead of a T-Pose. It could be a sitting position. It could be an idle pose. Sometimes it's in a cringing position that models go into when their rigs are broken... But almost all of them will animate properly on Play Mode... With some animation errors as mentioned above. And this is on EVERY character. You can see some examples in the images below.
We've been scrambling to figure out why such a problem has occurred and it has been a huge setback. There's no logical reason why such a project-wide problem just suddenly happened. I went back into the commit history to find where it started and it began with my commit... But I did nothing that should have caused something like this. I was tweaking animation performances in one scene which doesn't even feature most of the characters or anything related to them. Now it suddenly damns the whole project and every character has been affected even if I hadn't touched them in a long time.
The weird thing is that the animation errors at least have an odd fix mostly. For some, but not all of the characters, if I delete their rig in the prefab and then put a rig back in the prefab fresh from the project files, their animation issues are mostly solved... But there's nothing actually different about the rig at all. It makes zero sense. This does not fix the posing issue though.
So far, I have no clue what is happening or why. Even putting in the fresh rig does not save the character from becoming affected by the posing issue eventually. The only clue I've been able to find is that in Prefab Mode, it T-Poses as it should, but if I click the Show Overrides checkbox it goes back into that pose. This leads me to believe that there is an Override issue, but I couldn't have triggered anything like that project-wide, I never even knew Overrides like this were a thing until I looked into this clue.
This leads me to believe this is an editor problem because nothing me or any of my team could have done should have caused all this mess to happen. Now we have to redo weeks of work to try and fix some of these issues and we still don't know how to fully stop these problem or why it's happening. At least one of these characters are still even more distorted than the images below on animation and we don't know why. It has forced a crash when I was looking more deeply into the animations at one point. The project/unity seems much more unstable since this began. One of my teammates sent a version to Unity via the Report a Bug function, but whenever I tried doing so myself as well, it never worked. We have yet to hear anything.
Anyone have any idea what is going on?!
It's a quite common issue for characters to lose T-pose in the Editor. I'm not sure exactly what causes that yet and I hope they fix it.
You may revert the character back into T-pose by selecting the object; → Going to the inspector, and at the top of the inspector you'll select "Overrides". There you'll be able to see any modifications done on Transforms or other components.
Select each transform of the rig's bones, then click on "revert selected".
Note that this is assuming your character is still linked to its original prefab and appears in blue on the hierarchy.
If your character was unpacked from its prefab then I'd recommend you just play a T-pose animation on play-mode, then copy the whole T-posed character on play mode and then stop the play-mode and paste it back into Edit-mode.
I hope that helps out.

how do i make a 3d character move in unity with WASD?

I am new to Unity, and I want to make a 3d character movement. Please help me. I have tried tutorials, but they don't work.
You first have to choose what kind of movement you want to accomplish i.e: 1st person, 3rd person etc. And saying that YouTube tutorials don't work definitely means you are missing something. Here are some good tutorials for different 3d movement. Please follow them thoroughly.
1st Person:
https://www.youtube.com/watch?v=_QajrabyTJc
https://www.youtube.com/watch?v=XAC8U9-dTZU
3rd Person:
https://www.youtube.com/watch?v=4HpC--2iowE
You can find a ton more movement systems on Google.
Your movement depends on your usage. You have to use a different approach if you want it to be Character Controller based than Rigidbody based. So learn the basics, and then experiment on your own until you are happy with it.
There are tons of ways to make a player move in 3D, and there are just as many tutorials that explain it. If you need a place to start, see the character controller component.
If you have a 3d model of the character, just add this component and it will start moving right away.
the gameobject does not have to have rigidbody or collider components, because it takes care of the whole character controller.
If I gave you a hand to get started, you can mark my answer as accepted, and vote it positively :)

Instantiating Objects at Different Intervals Unity

I am trying to make a 3D jumping game where my character is standing still and the objects and background are moving towards him to make it seem like he is running. I have a bunch of models for buildings that I am instantiating using an empty game object that I use as a spawner. I want the buildings to spawn one after each other, so whenever one building has moved far enough and left enough space the next one should spawn. I first tried to do this with InvokeRepeating, but the buildings are different widths so it does not work well with a constant repeat rate. I then tried to put a collider on my spawner and spawn a building whenever the spawner collider is not colliding with anything, but it seems to just spawn buildings infinitely. Is there a way to fix this or a better way to do this?
There are many different ways of doing this.
The most straightforward is possibly to let each building spawn the next one, as I assume they each know how wide they are and thus when it's time for the next.
Well , first things first your problem is looking more like a design problem. I would recommend searching things like "procedural world building" , also object pooling. There is lots of examples of runner games that do what you describe.
You can check the palyer position to instantiate , you can create parts of the road as prefabs , make lots and lots of prefabs and instantiate them as you go etc. The question you asked is simply too wide to give an actual answer. So if you have any more spesific questions , it'll be nice to answer !

VR: How to form hands around object they are holding in Unreal?

I'm working on a VR project in Unreal and I'd like my player hands to form to certain objects whenever the user grabs them. (I.e. the way our hands work) Unfortunately, I haven't really found any examples online of others doing this.
For example, I'd like when the user picks up say a hand held tool like a hammer that the hand would wrap around the handle. When the user grabs a basketball the hand shouldn't be closed but, expanded like a you would if you were to palm a basketball in real life.
I haven't done a lot of testing with this but, I'm pretty sure since the hands are based off of a Animation Blueprint that they simply ignore collisions and follow the animation.
I guess the simplest solution would probably be based off of collision where the hand plays an animation and as the fingers of the hand wrap around the object they stop at that position where they collide with the object in question. If it is even possible that is.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.