#muon animation

1 messages · Page 1 of 1 (latest)

errant arrow
brave fiber
errant arrow
brave fiber
errant arrow
#

yeah

brave fiber
#

and does your player have the "Player" tag?

errant arrow
#

it worked before, but after putting Muon Interaction it's not working

errant arrow
brave fiber
errant arrow
brave fiber
errant arrow
#

Debug.Log(collision.CompareTag("Player"));

errant arrow
brave fiber
#

tell me what the tag is

#

if it's not "Player" then what is it

errant arrow
#

"Player"

brave fiber
#

okay no because you just said it was false

#

the video shows it's false

#

the tag clearly is not "Player"

errant arrow
brave fiber
brave fiber
errant arrow
#

ok

brave fiber
#

"collision.CompareTag("Player") || CompareTag("Player 2")"
first of all the second comparison is not on the player

brave fiber
errant arrow
brave fiber
#

that's a string

#

so you changed something

brave fiber
# errant arrow

okay so there's your issue?
whatever you're colliding with has no tag

#

show me the inspector on your player object

brave fiber
# errant arrow

change the debug.log to
Debug.Log(collision.name);
also those errors aren't looking great 💀

errant arrow
brave fiber
errant arrow
brave fiber
# errant arrow

so... clearly you're not colliding with the player's collider, but the "GroundAttack" collider

#

what is GroundAttack?

errant arrow
brave fiber
brave fiber
#

where is it?

brave fiber
errant arrow
#

they are being detected now, the muon are doing the animation

brave fiber
#

see how we found your issue by debugging?

errant arrow
#

yeah, then i won't be able to use the groundpound if i remove it

brave fiber
#

the solution is to figure out why it's overriding the other collision

#

or just make the groundattack trigger the animation too

errant arrow
#

i will try tomorrow, imma sleep now

brave fiber
#

ok lol