I make a 3d game with a fps controller.
I use 2 cameras
one for the player
and one for the scene.
I add an empty GanmeObject named :NetworkManager and add the NetworkManager script and NetworkManagerHUD.
My player has a lot of scripts that include a joystick and a button to shoot.
The camera of the player has a script too for rotation and the gun has a script too .
I saved the player as a prefab but all the joystick and button is in a canvas (so I made a prefab for the FixedJoystick and button , and gunshot point)
I add them in the prefab of the player and they don't appear in the Scene Prefab.
When I try to spawn the player in the game, the joystick and button shot and fps camera don't work and appear.
What can I do when I start the game to start the fps mode?
Related
I want at this point that the player will stay and will not slide down because the player get interaction with the box and when he move a bit to the side he lost interaction.
I don't want to disable the player movements controls or to make the Rigidbody of the player Is Kinematic true because i want that the user will be able to move to the player but if the player is not moving the player the player should stay and not sliding down a bit.
This is a screenshot of the player components settings :
The player collider material settings :
And last the terrain collider material settings :
You could only activate Is kinematic when it is standing still. When it starts moving again you can turn it off.
If you don't want to use it, there are other options: change the material when it stops, assigning one to the player with the highest Dynamic and Static Friction settings; activate Freeze Position in the Rigidbody; Make the player static; record the position as it stops and assign it to transform.position for each frame in the Update() method; increase the mass by a lot..
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I want to know that if it's possible to have a game scene in your game that allows any player to animate a character?
Let's ignore the cognitive load a player will face while animating a character and assume that, somehow, we manage to abstractly present it in a game scene. Can we make it happen that after player's making of certain animation, unity stores that in a .anim file and in the next game scene the player can play a character having that specific animation?
I think calling it real time in-game animation creation would describe it.
I created a short video showing the problem and the settings of the npc avatar and animation and the Rigidbody. Also showing how it's working with and without the Rigidbody.
Is Kinematic is set to true, If not the npc will fall down or in other scenes situations he will float in the air.
And I'm using Animator on the npc with one state of Humanoidwalk to make it move and walking.
The main use with the Rigidbody is to trigger doors to open/close.
Npc stuttering video
And here is a link for the project package I exported it's only 190MB:
Npc stuttering exported package
I am using player prefab from SteamVR Plugin. Whenever player touches an object with a Collider on it, camera sees through it. I am using 0.01 as minimum clipping value. I have also added Rigidbody and Collider on camera.
I also do not have code currently but here’s a concept of how to approach the problem:
Keep a trigger collider on the camera.
Write a script that detects when that collider is within another collider (your walls). There is a method for checking if colliders are intersecting/overlapping
If there is an intersect/overlap, fade the camera to black. If there is not, fade back.
I have a prefab that is instantiate in using my spawning script. I also have a game over panel that slide down (this is done by animation) once the player dies. The problem I'm having is that the needs to be game over panel attach to the prefab in the inspector window for the game over panel to work. This image explains everything. Please help
in Unity you can't assign scene objects to prefabs because prefabs must be usable within all your scenes, so if a scene object was assignable to a prefab then the prefab couldn't be used in another scene.