#John Stairs RPG Controller & Camera

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pastel dust
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You guys can chat about @wraith iron controller here. And share fixes for future users

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@odd token

odd token
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cool thanks Thomas for the extra channel πŸ˜€

ebon willow
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@odd token quick question for you if you don't mind, since you have some experience with the controller.

I noticed the animator controller is much different from the RPGB one, and this leads to animations that feel kinda weird in my tests. Starting from the fact that if I walk down a cliff, the running animation still plays while I fall very very slowly.

I suppose with some patience this could be manually fixed, but did you find a quick built in fix by the author?

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(I might have made a mistake installing the integration, but I don't think so tbh)

odd token
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so this way the sliding start to kick in and it will look more natural

ebon willow
odd token
ebon willow
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I really really hope to make it work correctly since it includes a few features I really want since they'd make my life easier implementing a few things... you see I'm not dead, just silent XD

odd token
# ebon willow Ok thanks, I'll try to make a few more tests before anything else, and then I'll...

the ting with Johns controllers it can do more then its set up, now i dont know why maybe cos he dos not have the animations to set it up i have no clue but it can def do more, like jumping if you jump left and right the character face the front all the time but if you add animations to jump form side to side the character will face the direction you are jumping you just have to add to animator

ebon willow
odd token
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see i made a jumping tree witch makes you do way more then the demo set up,, well with all of the animation you can go like this, why the code is added so it becomes more like wow controllers

ebon willow
# odd token

Sigh, working with the animator is not exactly my forte, but on the bright side I might get my chance to test animancer XD

odd token
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just need to find it

ebon willow
odd token
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so i even made a new stealth blend animations trees that makes you behave different if in stealth mode to have more control

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its all coded by John just not added to the animators

ebon willow
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well wow

odd token
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this is a important one with this Input Directions on X and Z you can make your animations 360

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so just imagine you have one move jump form that you can make it 360

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this part see how i can still add the one for back and back in between

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but me i like walking backwards with out turning character so i did not add it but its possible right he provides the code for sure

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amazing controllers its more to it then showing

ebon willow
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Ok pardon my silly question but what do you mean exactly? Like, having the character face a different direction when jumping?

odd token
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i make recording

ebon willow
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As in

{ 
CHARACTER TURNS TO THE RIGHT
}```

?
odd token
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πŸ˜…

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so the code is there just not connected to the Animator

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well its connected i mean the animations are not added πŸ˜…

ebon willow
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Ok I got it thanks

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Honestly I've made a quick and dirty test with the ARPG prefab and can't remember if I had this default behaviour (I was testing a different and very specific thing) but I now understand what you meant

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I'll check more in detail and hopefully everything will turn out fine πŸ™‚

dapper kiln
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@wraith iron Hello! I have installed your controller with the current version of the RPG builder following the integration readme instructions. Whenever I press "C" the character drops into the ground with what looks to be a mounted animation being displayed. Did I screw something up? Thanks!

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I am using the ARPG controller.

dapper kiln
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When trying the MMO controller the issue does not happen. But when Falling off a cliff the fall itself is slowed dramatically when using the MMO controller.

wraith iron
wraith iron
dapper kiln
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No just walking off a cliff it happens

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How can I remap the crouch button? C is also used for the character panel in RPG builder

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@wraith iron Looking again both controllers have the falling issue. The character is visibly slow at falling like if gravity has been reduced. Sorry I am by no means a unity expert lol

frank tapirBOT
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@dapper kiln just reached level 1!

dapper kiln
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So if you were to jump on flat ground you will fall back at a normal rate. If I walk off a cliff the rate is visibly halved.

wraith iron
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alright, sounds like a bug, let me check

wraith iron
wraith iron
dapper kiln
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@wraith iron Maybe I screwed something up. This is a new project so I will just start from scratch real quick

dapper kiln
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@wraith iron I think I just need a better understanding of animations. I am going to go learn that and if I still have problems I will reach out. Thanks for the help πŸ™‚

wraith iron
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@dapper kiln but the issue with slowed falling is gone now?
Regarding the animation, you would just have to assign one for crouching to the corresponding animation state. If you want to use the ones I used for the demos, please check the manual for the links to download them from Mixamo

frank tapirBOT
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@wraith iron just reached level 1!

dapper kiln
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It may very well be working as you intended and I am just perceiving it as incorrect.

odd token
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guys the new patch for Johns Controllers is up

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πŸ₯³

vocal lark
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So, I'm using RPG Controller & Camera with Shadowed Souls UMA integration. Almost everything is working. My one issue is that Grounded is always active. I never get the Falling animation. I can jump or walk off the edge of the map. It always assumes that I'm grounded, and plays the grounded anims.

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Any ideas?

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I should also mention that I'm using the ARPG controller.

wraith iron
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Hi @vocal lark, this might be due to the used layers on the character game object and its children. Please check out the variables "Ignored Layers" and "Grounded Tolerance" of the RPGMotor. While the former defines the layers which are ignored in (grounded) checks, the latter specifies the height for considering the character as grounded. I'd assume the "Ignored Layers" are not in line with your character object hierarchy.

If you have gizmos turned on, you can also see the sphere which is used for the grounded checks. It's coloured in green if the grounded check was successful, otherwise red. Maybe this also helps to debug it. Otherwise, ping me directly and we can find a solution together

vocal lark
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Many thanks. I'll look in to it tomorrow when I open my project. On a side note, always being grounded makes a fun flight controller. Every time I jump, I get a bit higher before I fall (Playing the idle anim). So, it's a bit like flapping my wings every time I hit space. I flew all the way across the map that way. πŸ˜›

vocal lark
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@wraith iron It was the Ignored Layers. It doesn't ignore the Player layer by default, so it was detecting itself. Thanks for pointing me in the right direction. I'll kinda miss jump-flying around the map though...

vocal lark
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@wraith iron
I have a functionality request.
Right now, the options to fade out an object in front of the camera are checks for either Layer or Tag.
I'm using my Layers and Tags for other stuff already.
How hard would it be to add a third option? I'm thinking that you could make an empty script named FadeOut. Then, you can add "Script" as an option for your fade check.
In the check code, just do something like:
if(gameObject.GetComponent("FadeOut") != null)

I used another camera controller that used that technique (I forget what it was called), and it worked great.

wraith iron
wraith iron
wraith iron
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a bit more cumbersome than you described, but already there and working ;)

vocal lark
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I can work with that. πŸ™‚

wraith iron
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but I like your idea. Maybe you are not the only one who would like to see this functionality out-of-the-box. So I am thinking about implementing an easier solution than what is there already

wraith iron
wraith iron
vocal lark
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I have another one for you too. Right now, the ARPG camera always targets the character base, and then I give it an offset to make it target the correct height. Is it possible to have it target a specific bone in the skeleton, or an empty Game Object that I add in?
I ask because I'm using UMA, and players have a height slider when they build their character. It'd be nice to be able to target the head or shoulder bone, and apply a small v3 offset from there to get the camera target right where I want it regardless of the character's size.

wraith iron
vocal lark
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I'll see what I can come up with. If it seems like a stable solution, I'll share it with you.

wraith iron
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Hello everyone, I have just submitted v5.3 of my asset. Here are the patch notes:

last gyro
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getting some weird behaviour with the mmo controller (haven't checked the arpg yet)

  1. starting with basic gear equipped
  2. once the character equips some other gear the following exception is thrown
MissingReferenceException: The object of type 'MeshRenderer' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Renderer.get_materials () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Graphics/GraphicsRenderers.bindings.cs:135)
JohnStairs.RCC.Character.RPGViewFrustum.CharacterFade (UnityEngine.Camera cameraToUse) (at Assets/RPG Cameras & Controllers/Scripts/Character/RPGViewFrustum.cs:635)
JohnStairs.RCC.Character.RPGViewFrustum.HandleObjectFading (UnityEngine.Vector3 from, UnityEngine.Vector3 to, UnityEngine.Camera cameraToUse) (at Assets/RPG Cameras & Controllers/Scripts/Character/RPGViewFrustum.cs:342)
JohnStairs.RCC.Character.RPGCamera.ComputeNewCameraPosition () (at Assets/RPG Cameras & Controllers/Scripts/Character/RPGCamera.cs:740)
JohnStairs.RCC.Character.MMO.RPGCameraMMO.LateUpdate () (at Assets/RPG Cameras & Controllers/Scripts/Character/MMO/RPGCameraMMO.cs:317)
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did some debugging and the first element in the _characterRenderersToFade in RPGViewFrustum is null, i.e. that element is this case is the main hand weapon

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did i miss something?

last gyro
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did a fresh import with both rpgb and the controller and it has the same issue

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the moment the player equips something, the exception is thrown

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and the controller does not work anymore

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using rpgb 2.0.6 and controller 5.3

wraith iron
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Hello @last gyro, this is a bug which came up with 2.0.6. A bugfix is already on its way, thanks for reporting!
Workaround solution until then: Turn off the Character Fade or open the RPGViewFrustum script, navigate to method "CharacterFade" and insert this call somewhere before the foreach loop, e.g. as first line of the method: "UpdateCharacterRenderersToFade();"

wraith iron
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fyi, I have just submitted v5.3.1 which should fix the issue

last gyro
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thanks for the quick fix

odd token
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did anybody manage to create mount ability with Johns controllers if there is maybe something i am missing so i stop trying,,,, Cos i tried it all i cant make it work with johns controllers, I did manage to make it work with build in RPGB controllers so i have a strong felling this is different set up and i am just not getting it πŸ˜… pls let me know if some of you did manage to make the mount system work so i know if its possible or not thanks 🀘

wraith iron
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Hey @odd token, since I have no clue how the default implementation of RPGBuilder looks, could you please provide an initial/minimal setup and some details via PM? Maybe I can then have a look at it at the weekend what is working and what not

odd token
queen furnace
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I just got the ARPG controller and camera set up in RPGB, but the cursor doesn't stay in the game no matter what settings I change and I'm not able to aim any of my attacks. Is this possible with this controller? Also, the cursor is either always hidden or never, and there's no way to hide the cursor and then show it when using the menus from what I can tell.

hexed scarab
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Can anyone provide the steps needed to use this controller with UMA for RPG Builder? I've tried to do it myself by following the documentation but I think I'm missing a few details...

wraith iron
rough flicker
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@wraith iron Would you be able to add flight into the controller integration? I am attempting to do so myself based on the mechanics from the pre2.0 era but Im struggling a bit (learning a lot though πŸ˜‚ )

The parameters are there I just cant seem to set it up correctly

rough flicker
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I see now that there are "Is flying" parameters but no horizontal speed param etc so im not sure If I could set it up out of box

ebon willow
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@wraith iron quick question: I needed to get the current velocity of the character, and its grounded value, for a script of mine.
I ended up adding these two lines in RPGMotor.cs

public bool Grounded => _grounded;
public Vector3 MovementDirection => _movementDirection;

It works but is there a better, more elegant way that I've missed? I'm not very familiar with your code and I've got limited experience.
Thanks

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I'm asking because ideally since I don't need to set the values, but only get them, I'd prefer not to touch your code to avoid any issue with future updates. Maybe you have a built in way to get them and I didn't see it, idk. I don't trust myself THAT much.

This would be kinda important since I'd love to share the script I made XD

ebon willow
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Hey John never mind I can be quite dumb at times, I just ended reading the vertical velocity from the character controller πŸ˜‚

wraith iron
wraith iron
wraith iron
ebon willow
wraith iron
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@ebon willow sure, just tag me so that I get notified :)

rough flicker
odd token
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@wraith iron there is a small problem with Camera Pivot Local Position if i set this number bit higher that 2.5, it cant find my player and the camera gets set to 0 0 0 in the world dos not move. now i need this to be set to 3.5 bit more up in game i can play around with it but if i set it on to prefab,,, like i explained it dos not work and cam gets stuck at 0 0 0 and is not following my character

left wyvern
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@wraith iron Hi, i'm having missing scripts in the isometric scene, do you know something about this?

ebon willow
# wraith iron <@764983142985498625> sure, just tag me so that I get notified :)

I’m like 99% ready to share, just one last thing before that… a suggestion.

I’d like to get the value of _sliding, and I’ve found nothing public. Am I just blind (I know I can be sometimes) or isn’t it there?

Assuming I’m right and there’s nothing like that, I suggest you add something like β€œIsSliding()” like you did for β€œIsGrounded()” and others.

Alternatively, you might want to consider checking against _sliding in IsFalling(), but I wouldn’t consider that the ideal solution.

I remember I could make my class inheriting, but I feel it would be overkill for something that simple imho, and also I believe there might be uses for such a method.

Thanks in advance πŸ™‚

odd token
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@wraith iron hy John here you can see the full mount system in work now maybe you can add the animations part #rpgb-chat message

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that is the link

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i tried to make it work with your controllers i had no luck so fare making the bear walk, maybe your controllers is missing that part can you pls look in to it when you get time thanks πŸ’ͺ

odd token
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#rpgb-chat message

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more stuff about it looks like if i am mounted the inputs are not connected when i press W button on my keyboard

stoic harness
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does this support click to move ?

left wyvern
wraith iron
ebon willow
wraith iron
wraith iron
# rough flicker Oh fancy! where do I add flight animations and such in the animator controller?

@rough flicker good question as I thought this would already be covered by RPGBuilder animator parameters. But as far as I can see, there is no transition which uses the "isFlying" parameter inside the animator. I assume that RPGBuilder uses the "Mounted" or airborne animation state but not sure. Nevertheless, what use case do you have? Do you need a flying animation state for your character (without mount)? If yes, I could provide you a separate flying animation state with my animators

wraith iron
wraith iron
left wyvern
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@wraith iron would be so nice if your asset would also support hdrp in the demo

wraith iron
wraith iron
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fyi, I have just submitted v5.3.2!

glass osprey
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Hello, I have tried to do the integration. But I am not sure where I have done something wrong. When I load either of the characters from the integration folder there is no animation on walking etc. only attack moves. Anyone got any ideas to what I have done wrong?

wraith iron
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Hello @glass osprey, have you modified the provided prefabs somehow? It looks like the wrong animator is loaded for them

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Make sure dynamic animators are turned off if you want to use mine:

glass osprey
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And set it to "both"

wraith iron
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and it is still not working? πŸ€”

glass osprey
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Not so far. I will try and redo the steps, must have clicked something

wraith iron
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okay, thanks

rough flicker
odd token
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@wraith iron hi again thanks for the new update, love the mount system working great, one miner thing, the jumping for the mount dos not get triggered at all cant make him jump he is just not getting to the Parameter jump at all πŸ˜…

rough flicker
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Is there a way to keep the "aim" function that toggles the reticle and allows projectiles to fire more precisely?

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Also thanks for adding flight! Now I just gotta figure out how to get my flight effect to work properly πŸ˜‚

proven vortex
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@wraith iron hey, I'm getting these 2 errors after updating to the latest patch. I updated RPGB to the latest patch too at the same time. any idea what might be causing this? (edit: nm i fixed it by updating to latest version of Unity's Input System)

wise spade
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@wraith iron I am aware this is only a warning, but is there something i can do to get rid of it from constantly spamming the console? Im not sure what is causing it as I went over the integration video with a fine tooth comb. Everything works 100% but everytime i use an ability it fills the conole.

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Thank you in advance for any insite!

rough flicker
# proven vortex

I had this issue and I THINK I fixed it by simply right click -> reimport on the folder inside my project

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I also had to re-do the integration after re-importing

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deleting the folder and reimporting from unity did not work, but the simple re-import and re-integrate did the trick (This was a few weeks back and I might have missed a step)

lean coral
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@wraith iron hi bro I just recently find you controller this is exactly what I'm looking for man thanks but I got one issue when I tried to cast it continuously loops the casting animation even after the spell is finish any suggestion on how to fix this thanks?

rough flicker
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Lmfao Idk how long Ive been on VC but hopefully it hasnt been for days and days lmao idk how it even connected πŸ˜‚

wraith iron
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Hello everyone, I am back now from my 3-4 week vacation. Sorry for the late replies!

wraith iron
wraith iron
unreal dune
# lean coral <@146738990345748480> hi bro I just recently find you controller this is exactly...

Just read this (srry bit late, i dont rlly look here that often) we have this on the default controller as well. Matter of fact its not related to controller but to the animation template in rpgb editor.

Go to the casting animation template and turn on "reset after duration"
Tho you may have already figured it out cuz was mentioned a few times in #rpgb-chat as well haha

@wraith iron in case this comes up again

midnight notch
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@wraith iron Hey! Am I understand right that currently there are no way to aim with controller, so projectiles is always parallel to the ground axis (no aim up and down) or am I missing something?

wraith iron
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@midnight notch Hey, yes, you are right. The aiming mode is currently not support out-of-the-box from my end. You could possibly simulate the behavior by dynamically assigning the pivot and changing the min/max distance. The feature itself - also for my asset - is on the roadmap but I cannot make any promises if and when it will come out. I am unfortunately having some busy weeks currently

midnight notch
odd token
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@wraith iron in case you have missed my massage, I will post it again if you dont mined me doing so

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πŸ˜†

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#1008698695656689788 message

wraith iron
odd token
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and thanks so much

languid jungle
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Does anyone have an idea how to solve this? I want to combine these two videos.

For the moment, I want to use John Stairs Controller with a custom model. The custom model video works. So does the controller one.

To combine this functionallity, I used the new, integrated prefab from John and edited it like described in the first video (changed avatar, model, meshes). This did not work. The animations won't play.

Any ideas or hints what I am missing?

This video goes through the initial setup of my β€œRPG Cameras & Controllers” asset from Unity’s Asset Store.

00:00 Intro
00:18 Import asset
00:58 Install and enable Input System
01:47 Import integration unitypackage
03:07 RPGBuilder settings
04:07 Playing
04:46 Outro

Additional links:
β€’ Demo: https://johnstairs.com/rcc/demo/index.html
β€’ Feature...

β–Ά Play video
midnight notch
unreal dune
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the above has been resolved here; #rpgb-chat message

wraith iron
odd token
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yes i have a full jumping mount Thanks so much @wraith iron its works great

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I just had to add a blend tree to jump and that was all, well this is only if you like to have the mount jump left and right or 360 around

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this are my settings if one is interested expending to his mount jump animations

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so i basically removed it from base layer and added in to movement blend tree, and created a jump blend tree so i can jump left and right facing directions with my mount

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also if you do this make shore to duplicate the mount override animator

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like that

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πŸ˜€

midnight notch
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It might be my an issue on my side while I fkd up my controller, but it looks like RPGBuilderIntegration.cs referencing to unexisted/wrong animator parameters.

That part on Death

            anim.Rebind();
            anim.SetFloat(moveSpeed, 0);
            anim.SetFloat(direction, 0);
            anim.SetFloat(strafeDir, 0);
            anim.SetBool(dead, true);
            _rpgController.ActivateCharacterControl = false;
        }```
midnight notch
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Oh, I see. It's actually a wrong names in RPGBCharacterControllerEssentials.cs

midnight notch
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Can anyone confirm that "Dead" bool is actually synced with animator and character can play dead animation?

midnight notch
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@wraith iron it's weird, but on my side I can't set any animator variables within InitDeath()

this one placed in InitDeath() will print the debug log but didn't change animator

Debug.Log("I'm dead");```

while placed in `Update()` will set `Dead2` bool everyframe as expected.
wraith iron
# midnight notch <@146738990345748480> it's weird, but on my side I can't set any animator variab...

Hey @midnight notch, that is odd. You should get at least a warning or error in the console, if you say that the debug message is printed afterwards. The former would tell you that there is no parameter defined called "Dead2", the latter would tell you that "anim" is holding a null reference. Therefore, I would assume that the Animator which is stored in anim is not what you are expecting it to be. The bool "Dead2" is in fact set, but not handled, so please check the character object at runtime: which animator is assigned? Does it have the bool set? If yes, why does it have no effect? etc.

frank tapirBOT
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@wraith iron just reached level 2!

midnight notch
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@wraith iron And I assume it works on your side, right?

midnight notch
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@wraith iron Ok, I found it! Well, not "it" but at least I found something. It works with a "default animator", but it didn't work while I'm equipping weapon that uses animator override!

midnight notch
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So, I assume it should but let's be sure, did it works on your side with equipped weapon that has override? The one defined here:

unreal dune
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You want a rest override in there as well tbh

midnight notch
unreal dune
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Well not always but i did notice it can act up if there is no rest override in there. Can just be the same as in the combat slot

midnight notch
unreal dune
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Ye no i wasnt expecting it to help with this issue tbh, was meant more as a heads up

wraith iron
midnight notch
odd token
midnight notch
odd token
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i have no clue what is happening for you,,, m just trying to confirm its not on johns end,,,, for me it all works great, for you must be some 3rd party assets you are using is not playing nice πŸ˜… with all of this assets

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so i recommend trying it with out to find witch one is not working correct

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and you can know what 3rd assets you are using is not working correct

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but as you sad it can also be the generated thing

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its hard to pin point what it is so like i sad i recommend testing it all separate, one by one to see what is cosign that problem

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so ones you start adding one by one, and it breaks you will know witch one it is

midnight notch
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All 3 assets works well separately, the issues kicks in when all 3 combined together πŸ˜† πŸ˜† πŸ˜–

odd token
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@wraith iron I have a small problems wen swimming the character cant jump out of water if character controller colliders is set bigger radius then 0.6, now here i have a ORC a huge fella and i need to have the radius to 1 on my Character Controllers for him

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i have a video showing of the problems hope this helps

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as you can see if i set its radius to 1 it will not let me jump in waters so its only working if the radius of the character controller is set to 0.6 max

odd token
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i also countered just now a other problem with jumping in water if i a m on mount will also not let me jump, pls can you see if that is also happening for you, and also no rush, when you find time thanks

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by any chance is it possible to disable jumping if in water with mount that would be better for me, if yes how would i do this πŸ˜…

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okay so i found out why the mount will not jump in waters cos of the radius of the character controllers i mentioned before,,, if i set it to 0.2 now i can jump with my mount in water 😬 πŸ˜…

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anyway i tooth this is worth reporting, now i fit in any door with my huge ORC πŸ˜†

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my radius in 0.2 m so thine now 🀣

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joke a side i hope this provides some help

odd token
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K just not to be to much vague about it πŸ˜… ,,, if i set its character controllers radius to 0.4 all works correct what i mentioned in here, it will not aloud me to go above for it too functions correct

midnight notch
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@wraith iron ok, I found it! That's how you can replicate the "NO DEATH" bug on a clean install.

  1. Clean install of RPGB and Controller.
  2. Tick Character->Genders-> "Dynamic Animator" checkbox and assign original IntegratedAnimatorMMO to both fields.
  3. Create a copy of an IntegratedAnimatorMMO, let's call it IntegratedAnimatorMMO_Override (it's just a fastest way to get an override with all the assigned animations)
  4. In Settings->Economy->Weapon->Animator Override create an override for AXE (because our warrior character equip Axe by default) and assign our IntegratedAnimatorMMO_Override to both fields.
  5. Now we can create new warrior char who will use IntegratedAnimatorMMO with bare hands and IntegratedAnimatorMMO_Override while equip Axes. Start the game and let the boar kill us. There will be no Death animation and Dead bool on animator will not trigger.
wraith iron
wraith iron
wraith iron
odd token
wraith iron
bold falcon
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as in which one did you use for the mount

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my mount just does the idle animation with the thirdpersonRPGbear controller

bold falcon
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nvrmind fixed it! always check by updating! haha

wraith iron
# odd token yes

okay, very odd. Can you reproduce this issue with my provided prefab? What happens if you set "Ignored Layers" of the RPGMotor script to "Everything" or the contrary "Nothing" (I recommend you do this while already swimming and not while still grounded)

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@odd token @midnight notch I have not forgotten you but unfortunately, I have become ill and could not continue debugging the issues. Will get back to you asap!

midnight notch
odd token
wraith iron
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thank you, guys. Really appreciate it! :)

wraith iron
# midnight notch <@146738990345748480> ok, I found it! That's how you can replicate the "NO DEATH...

Hey @midnight notch, have you tested this as well with the default RPGBuilder controller? Because when I try to set this up in a new project, it does not work either. And it seems like the weapon overrides are no longer shipped by default. There are not there anymore. And even after I copied them from the previous RPGBuilder release, it still does not work: the Dead bool is not set inside the animator. If you can reproduce the same on your end, the issue is not on my end :(

wraith iron
# odd token <@146738990345748480> I have a small problems wen swimming the character cant ju...

Hey @odd token , regardless of what I do, I cannot reproduce this :(
Please check if something changes if you play around with the Ignored Layers and Swimming Start Height values and if the problem also occurs with the standard prefab. In case of the latter, please send me a screenshot of the parameter values and I can have a look. If not, would it be possible to create a prefab of the Orc, export it and send it to me? Then I have right here and can debug myself

wraith iron
# odd token by any chance is it possible to disable jumping if in water with mount that woul...

Unfortunately, it is rather the surfacing logic which is causing this effect. If you do not disable the surfacing (by default the space bar), you will not be able to prevent this behavior as the character tries to "surface" over the water level, causing a small bump out of the water. What I can only try is to further optimize this logic so that the character stops right at the surface instead of going over it before being reset to the water level again.

However, if you just want to disable the fired jump animation, reach out to me via PM and I tell you where you can find the corresponding line of code. But unfortunately, there is currently nothing else I can do about it, sorry!

midnight notch
odd token
#

sorry bout that

odd token
wraith iron
wraith iron
odd token
#

@wraith iron i have a question are we able to shape shift with your controllers or is this not possible yet

wraith iron
odd token
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@wraith iron Also there is one other thing,,, you know how RPGB has the world distance interactions script well i think its not hooked up on your controllers yet so we are not able to use it, we cant set the distance for interactions with NPC to work πŸ˜…, can you pls look in to that when you find some time pls no rush thanks πŸ’ͺ ❀️

#

this one it looks like its not hooked up with your controllers

pine onyx
odd token
#

@pine onyx yes this is true Johns Stairs Controllers combined with UMA and RPGB is not working correct, i think its already bean reported by someone, dont know if there was a fix yet πŸ˜€

river ravine
#

Not sure what I am doing wrong but the controller sinks my character into the floor as if no idle animation exists and also when I sprint his legs do a scissor motion

frank tapirBOT
#

@river ravine just reached level 1!

midnight notch
proven vortex
#

okay, this is probably a really dumb question. but even when i "pause" the game, i can still rotate the camera (which throws a bunch of errors).

#

what did i change and mess up

proven vortex
#

the text above the NPCs head also moves. i feel like this is something obvious i have turned off lol

#

it should just disable the camera controls

river ravine
midnight notch
#

It's always a good move to have a fresh install alongside the edited version to quickly test if it's you messed up something or it's a native issue. I personally do it all the time πŸ˜„

wraith iron
proven vortex
#

@wraith iron tried searching for the answer, but no luck. is there a way to change the hotkeys for the new input stuff like Autorun, Dive, Crouch, Walk , etc

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ive tried changing them in project settings -> input manager, but they seem hardcoded

#

for example, if I change Autorun from F -> Numlock, it still stays as F

midnight notch
#

You don't change it in settings anymore, you should edit "input actions"

proven vortex
#

o jeez thanks. i didnt know this

#

i missed the "edit" button on the input actions

odd token
#

@wraith iron just wanted to let you know there is some problems when mounted and walking down the hill the character controllers starts' to jitter a lot and get's unstable, also when using ground leap ability's the character some time will get tilted if we land wrong and its not anymore 0, 0, 0, rotations but 0, 45, 0, so he gets tilted in the Y axis and is not strait any more i have to jump to fix the Y rotations again πŸ˜…, anyway wanted to let you know those 2 things for now and as always no rush just when you find some time can you pls look in to it if this also happens to you 2 Thanks

odd token
#

Also to add one more ting, sometime the animations don't get triggered right if i use a ability if m using your controllers,,, I was thinking it was a RPGB thing but after a lot of testing on the RPGB Build in controllers did not happen one time, I think it mite have to do with the grounding and the character collider not finding the ground correct with doesn't get to trigger the parameter's correct and this only happens some time if i am not grounded correct i was monitoring the animations and the parameter's and it looked like that was the problem but m not shore i just know it happens from time to time

#

Anyway sorry for spamming a lot of stuff on you but as always no rush when you find time to test pls let me know. And happy holidays BlinkChristmas 🌲 and a happy new year πŸ˜€

left wyvern
#

is there a camera for top down in the John Stairs Asset to use with rpgb? just the camera not the controller

odd token
#

yep only ARPG and MMO

left wyvern
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@wraith iron i don't know why i get these errors after i freshly install on Normal and URP is the same

#

on Standard is still pink

#

same error

odd token
# left wyvern

is isometric top down really πŸ˜… did not know that

left wyvern
odd token
#

nope no bull smith here

#

i did not know its top down

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i only use the mmo one

left wyvern
#

i don't want to start a long discution here but practically the term used for top down is not really top down and isometric is not really used as isometric in these days

odd token
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aha cool i learned something new today , I was thinking this are 2 different things but no i know better πŸ˜€

left wyvern
#

isometric = 2d simulation of a 3d, top down is only seen from the top (you only see the head and arms)

#

the view described these days as a top down is in fact a perspective view

left wyvern
#

@wraith iron and Merry Christmas by the way πŸ™‚

pine onyx
#

Hello. I've got the John Stairs controller working, but I'm looking into adding combat. Should I just reproduce the contents of the AllBody layer in RPGBThirdPersonAnimatorHuman, or is there a better way?

#

Or would that even work with the Stairs controller?

pine onyx
#

No, that doesn't work. I'm getting NullReferenceException: Object reference not set to an instance of an object BLINK.RPGBuilder.Characters.RPGBCharacterControllerEssentials.AbilityInitActions (RPGAbility+RPGAbilityRankData rankREF) (at Assets/Blink/Tools/RPGBuilder/Scripts/Character/RPGBCharacterControllerEssentials.cs:489) BLINK.RPGBuilder.Managers.CombatManager.HandleInitAbilityControllerActions (RPGAbility+RPGAbilityRankData rankREF) (at Assets/Blink/Tools/RPGBuilder/Scripts/Managers/CombatManager.cs:912) BLINK.RPGBuilder.Managers.CombatManager.InitAbility (BLINK.RPGBuilder.Combat.CombatEntity casterEntity, RPGAbility thisAbility, RPGAbility+RPGAbilityRankData rank, System.Boolean abilityKnown) (at Assets/Blink/Tools/RPGBuilder/Scripts/Managers/CombatManager.cs:995) BLINK.RPGBuilder.Managers.CustomInputManager.CheckActionKeys () (at Assets/Blink/Tools/RPGBuilder/Scripts/Managers/CustomInputManager.cs:201) BLINK.RPGBuilder.Managers.CustomInputManager.Update () (at Assets/Blink/Tools/RPGBuilder/Scripts/Managers/CustomInputManager.cs:47)

proven vortex
#

what do you mean adding combat?

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there is an RPG Builder integration in the John Stairs controller. use that and see what scripts he has attached to the integrated prefab

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@pine onyx you can just copy those scripts and put them on your own prefab player character

pine onyx
midnight notch
pine onyx
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Weird. Even after reimport, the AnimatorControllerMMO has no combat parameters

wraith iron
wraith iron
wraith iron
wraith iron
midnight notch
#

@wraith iron hey, quick check! Am I remembering right that you have β€œaiming” in the to-do list, you didn’t drop it?

#

(cos right now controller supports only melee attack or one-dimensional flat surfaces)

wraith iron
wraith iron
# odd token

Hey @odd token, everything works fine for me on this end. The prefabs I ship with the integration package also have this script already attached. Not sure what goes wrong on your end. The script is very simple, so maybe you can check the variable values in Debug mode, particularly the cached camera which is used. Maybe it is not updated when the character is teleported or something? Do you have more information on the circumstances?

wraith iron
wraith iron
wraith iron
midnight notch
ebon willow
odd token
# ebon willow 3PO I never used mounting abilities so I’m not sure this is related, but try dis...

nope its not that your script works fine, I already tried disabling it,, πŸ˜…, I need to see what is wat, cos see i use custom characters right the are different then the human standard character provided by Blink,,,, the have different character controllers settings, like my character has a big body but short lags so this will already get a different setting on the capsule collider and here is where the problems starts for me his character collider dos not like me playing with the settings if i keep it all standard all works fine but dos not look right on my custom character cos the colliders setting are off, If i set his capsule collider well the character controllers little bit different then he sets it up on his standard controllers become unstable, this is what is happening here i know it all works great the way you have set it up for the Blink character prefab, but as soon as i try to set the radius or height of the colliders the controllers starts not to work correct on my end cos all of my custom characters have different character controllers radius and this is why also in water some time i cant jump out of water or have a lot of issues if mounted and in water this is also to answer to @wraith iron, Can't record any of the stuff cos it happens random its not always the issue sorry cant provide more inside just know if you set the character controllers colliders setting any different then you have set it up,,,,,,,,,,,, it will break the controllers hope you try and test out on different sizes of characters and not just size up the Blink model but do more testing on different customs shapes ❀️

odd token
#

custom characters have different setting on the characters controllers colliders and this will make it unstable on the controllers ❀️

#

anyway i hope m making any sense here if not m sorry but like i sad try more testing on different sizes height or any other setting then the standers ones you provide on characters controllers colliders ,,,,,,, and different speed and you will see it will break the controllers and will not be stable

#

sorry again if i am not making any sense here this is all i can do for now good luck

#

πŸ˜…

#

like lets say if i have this settings it will become unstable, but if i have the standers ones like the second pick it will work but not look right on my custom character

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like this second one settings all works fine

odd token
#

i have a short vid on this as you can see @wraith iron it dos not work the distance will not get set and in here i show the script i tried changing the variables and any distance no luck

odd token
#

also just to let you know on the character controllers collider setting and the swimming me not be able to jump in waters,,, stuff before the last update all was working so something must have happened with the new patch maybe this is why it broke for me, I just know it was working before the last patch

odd token
#

@wraith iron I have a other small thing on leap landing ability, he will actually trigger the landing effect base on the distance set and not on finding the ground and then trigger on the landing the animations and the effects, So this will make him land mid air like i show in the vid

#

but this also can be RPGB code not set to landing and finding the ground for the effect and animations to get triggered,,,,,,,,,, but rather looking for the distance and then triggering the effect and then this will happen me triggering the effect mid air πŸ˜…

wraith iron
wraith iron
wraith iron
odd token
wraith iron
odd token
#

@midnight notch i have a small request you 2 are using Johns controllers can you test out for me if the World Interaction script distance setting it bigger works for you

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like setting this number higher

#

for me i can set the distance but dos nothing

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the interactions is always 3 feet

midnight notch
odd token
#

πŸ˜€

odd token
#

its working correct

unreal dune
#

#rpgb-chat message :p

odd token
#

sorry my bad i was some how confused World Interactions Script meant interacting with the world also NPC but acualy its just the UI

midnight notch
#

Ok, β€œnot on it” then! πŸ˜‚πŸ˜‚πŸ˜‚

odd token
#

but here is the actual NPC distance interactions

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πŸ˜…

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but cant blame me can be bit confusing if you call the scripts World Interactions and not ad UI next to it

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i assumed its world interaction with objects πŸ˜†

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but its not its just a UI thing to show the distance of the UI

#

anyway mowing on

plush zenith
#

Hi - not sure if this has been asked before but, is there a way to lock the camera on the player so that it does not automatically zoom into the player when approaching different objects. For example, when my player is walking on a tower ledge and goes between too objects the camera zooms into his feet. Makes it impossible to play if in combat. I’d like to keep the camera at a certain distance behind the player even if the view of the player is obscured by objects.

wraith iron
#

Hi @plush zenith, this behavior is not working out-of-the-box and would need an implementation from your end. But it should not be that difficult to achieve. What you would have to check each Update in some script if the character is in combat lock (e.g. by using provided interface ICharacterInfo - maybe you have used it already to enable the combat lock behavior of my scripts) and change the camera variables accordingly (and back if the lock is released). Relevant variables would be: Occluding Layers = Nothing (or a layer without the environment), Min/Max Distance and optionally Rotation X/Y Min/Max or Lock

odd token
#

I have a question did anyone manage to make the sliding animation trigger, it looks like we have the ability to slide down slopes but when i try to add animations to get triggered if sliding down he just stands in idle, i tried everything, πŸ˜… no luck so fare, do pls let me know if it is even possible yet

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I made a small vid showing what m trying to accomplish

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so if any body know how to do this pls let me know

#

πŸ’ͺ

wraith iron
#

Hello everyone, I have just submitted v5.4 of my asset:

wraith iron
#

your game looks awesome already btw :) πŸ‘

odd token
#

and will not trigger the sliding or falling anime

wraith iron
#

that is because of the Input Magnitude condition you have set up

odd token
#

i removed it still no luck

#

πŸ˜…

wraith iron
#

and to be honest, I do not recognise my own controller there

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yeah, because Sliding is set to false

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make Sliding = true and Grounded = true

odd token
#

πŸ˜€

#

do i have to use the new one cant i use the old one do i have to redo it all

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i do see you change the animators i am still on the old one

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if yes why this will take me for ages to make a new one

wraith iron
#

no, no, I would not say that you have to move

odd token
#

o man i am still using the old one why cant i do that i have so much animations this will take forever

#

😭

wraith iron
#

the new ones are just cleaned up and simplified versions

odd token
#

so i have to do it all over again

wraith iron
odd token
wraith iron
#

xD

odd token
#

i have a hole system for Rouge added

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and a hole Warrior and Mage and so fort

wraith iron
#

don't worry, it is not that difficult to add the sliding - you just have to do what I have told you to and check in play mode what happens, i.e. if there is another condition interfering or preventing the transition to sliding

odd token
#

this will take forever the all have different animations cos i dont make them all use same classes use same animations

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all my classes have different animators 😬

#

πŸ₯³

odd token
wraith iron
#

of course, like I said, you can stick with the "old" animator :)

odd token
#

I missed some massages, you did say that

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πŸ˜…

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anyway thanks for the greatest controllers ever, its so smooth i just love it

pine onyx
#

It's working very well in my project now. I love it πŸ™‚

odd token
#

so many options

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i can keep adding animations to make it blend so well

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amazing

wraith iron
odd token
#

true i fixed it was not exiting now it dos

wraith iron
#

that was quick - good job

odd token
#

thanks

ember timber
#

@wraith iron Just messaged in support but I have adjusted the world interaction distance value a number of times and can't get the prompt to show up unless I am right on top of them in topdown view.

vocal lark
#

What are the odds of integrating the Crouch key into RPGB's Action Key List?

pine onyx
#

A number of keys are hard-coded in RPGInputActions.cs. I've been thinking it would be nice to have the new bindings in the RPGB list, but I haven't looked into where that is in RPGB. I'm still learning C#...

left wyvern
pine onyx
#

Okay I got swimming working, but I can't make it to the surface. I saw that spacebar was the default key for surfacing, so I wondereed if the spacebar jump in RPGB was interfering. So I remapped Surface to L in RPGInputActions.cs. I still can't get to the surface. Any ideas?

odd token
#

yes there is some problems with swimming right now and i already told John about it

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he was looking in to it

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same for me i cant jump out of water the character gets pulled back for some reason

left wyvern
#

@wraith iron i have something to ask you John when you're available pls

pine onyx
#

I can't even get to the surface. But I asked him about it, and I think I might have the "water" box a bit too low. I'll try tomorrow

wraith iron
# ember timber <@146738990345748480> Just messaged in support but I have adjusted the world int...

Hey @ember timber, any news on that? I have nothing to do with the world interaction script and if you look into it, it is very simple, so not sure how I could have a negative influence on it. However, please be aware that the distance set in the World Interaction script of RPGBuilder is only for toggling the GUI and not the interaction itself. The latter has to be set up in the NPC settings somewhere

wraith iron
# vocal lark What are the odds of integrating the Crouch key into RPGB's Action Key List?

Hey @vocal lark, there are currently no plans to integrate both input systems. However, for only some of the actions, you could easily implement it yourself. My scripts work based on the values set inside the _inputX variables. So you would just have to overwrite these values with RPGBuilder inputs, e.g.

_inputJump = Input.GetKeyDown(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("JUMP"));

wraith iron
wraith iron
wraith iron
wraith iron
odd token
#

My bad

wraith iron
#

no worries at all!

pine onyx
pine onyx
odd token
#

@wraith iron Hi John to get back to you about shape shifting in RPGB with your controllers, I think its the same like the mount, I can trigger the effect and all but i think its also missing some code, my animations are not working when i move when i am in wolf shapeshift, when you find some free time can you pls look in too that. Maybe i am not setting it up correct, but i have a strong feeling its missing some code and the animators o and there is also combat added to the RPGB shapeshift,,,, if you go in to Editor under effect you will see its has rest and combat overrides πŸ’ͺ

#

as always no rush

#

Yep it looks like i am not triggering the parameters at all

pine onyx
ember timber
wraith iron
glacial leaf
#

Hi @wraith iron Thanks for the information via email re: Rewired and background on how your controllers work.
I'm more design/WYSIWYG when it comes to Unity/C#, so it's probably something simple i'm missing to get it working with RPGB & your controllers.
Might just take some time to keep learning, googling and restoring project scripts every time i make a change that breaks the build!

odd token
#

@wraith iron Hi John i don't know what happened with the new Update, When i trigger my mount effect all camera distance settings get reset to 0, I have a small Video showing the problem

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Can you pls look in to that again no rush

glacial leaf
#

I was able to get some simple on-screen touch joysticks (attached to the Game_UI_Canvas prefab) configured using the new input onscreenstick components and connecting them to gamepad control paths inside of @wraith iron RPGInputActions.
I've tweaked the actions to use Gamepad left stick for Movement and player movement is working great.
I mapped the "right stick" to the "rotation amount" action, but the camera move/look stick doesn't work.

wraith iron
glacial leaf
#

Would anyone please be able to explain this scenario I am stuck on and how I might solve it? This dilemma has had me stumped for 3-4 days!

Background info... Using the demo 2.0 scene with JSCC controllers installed (ARPG flavour), I am able to use a PS4 controller plugged in via USB and get both player movement (left stick) and camera rotation (right stick) working great in preview.

Then, with a canvas of 2 basic white squares, representing the left/right sticks, i have added the On-screen Stick component to both. (sshot 1)
Both images have the component control paths mapped to the corresponding left and right gamepad controller stick inputs/actions inside the RPGInputActions (sshot2).

When I preview the game scene, the left movement stick works perfectly when using both ipad/unity remote 5 or via dragging the left image around with the mouse in the game preview.
However, the right image does not rotate the camera like the right stick of the gamepad does. It also breaks the camera rotation ability of the controller (plugged in at same time) if i touch the right stick image, before moving the right controller stick.

If I reactivate the camera rotation in the game preview by mouse clicking, then the controller right stick works again for rotation.

blissful mica
#

@wraith iron

EDIT:
Solved thanks! πŸ™‚

I just updated your controller asset and tried to integrate it into RPGB but the DEMO characters seem to be missing a lot of scripts.

Also when I compare the list of scripts already attached with the list provided in the instruction video I'm missing a bunch of things. Will those be added again so the DEMO characters will work right out of the box again?

glacial leaf
#

@blissful mica From what I've been testing over the last few days, the Demo character "Ellen" only works in the non-RPGB demos (the camera/character controller stand-alone)
The RPGB prefab character for integration is the HumanMaleARPG prefab inside the Cameras & controllers > Integration > RPGBuilder > Prefabs asset folder

unreal dune
#

yup, in the integration video guide he also shows/uses the HumanMaleAPRG

glacial leaf
#

Just copy the missing scripts from the RPGB prefab into Ellen and it might work (I haven't tried it myself)

blissful mica
#

Ah okay thanks! I must have overlooked. Thought it was strange that the naming was so different (and the missing scripts also haha).

pine onyx
blissful mica
#

Probably a dumb question.
But does anyone know how the controller acts when the game is on mobile. Would it be even somehow viable or 100% sure it will be impossible?

glacial leaf
#

@blissful mica It doesn't work on mobile out of the box... but that's what I have been trying to do (with problems, as I've posted above)

#

It was easy to get the player movement happening via mobile, but I'm stuck on the camera movement (RPG view)

#

You can see a short demo here: #1008698695656689788 message

blissful mica
wraith iron
wraith iron
# glacial leaf Here's a short video of the left stick working fine, but the right stick issues

Hey @glacial leaf, which values are you checking for the right stick image to move?
Please keep in mind that "Allow Orbiting" or "Allow Orbiting with Character Rotation" has to be true (corresponds to _inputAllowOrbiting* in the scripts) for the Rotation Amount to make sense. Otherwise no orbiting is possible, except if you "Always Rotate Camera" on the RPGCamera checked. This essentially sets the _inputAllowOrbiting to be always true

frank tapirBOT
#

@wraith iron just reached level 3!

wraith iron
glacial leaf
# blissful mica Nice! Already some nice progress πŸ˜€. Will this be something you will be sharing...

I followed the tutorial by samyam on YouTube about adding touch joysticks with the new input system:
https://youtu.be/zd75Jq37R60
This should get you everything you need. Just add an image for the jump, make it an on screen button and map the path to the jump action πŸ‘

Today we will use the new input system in Unity to add an on-screen joystick to our game. This works on both desktop and mobile phone devices.

Using an on-screen stick will pipe the values to a different control type, aka Gamepad stick, where we can then use an input action asset to read it's value in our script.

β–ΊπŸ“₯ Video Source Code πŸ“₯
https:/...

β–Ά Play video
blissful mica
blissful mica
glacial leaf
glacial leaf
# wraith iron Hey <@582345422547189760>, which values are you checking for the right stick ima...

Hi @wraith iron
I have the "Always Rotate Camera" checked on the ARPG script and the Gamepad right stick mapped to the "Rotation Amount" action in RPGInputActions.
Gamepad right stick works fine for camera rotation (using PS4 controller), but the screen control linked to right stick (setup the same way as the movement stick, just different control path) is not mimicking the gamepad right stick rotation.
I took a screenshot of my input actions and the ARPG prefab config.

blissful mica
glacial leaf
# blissful mica Okay great to hear! Then I'll just follow the video and see how it goes. And als...

I just tried it with an on-screen button component, linked to the jump action button on my gamepad inputs and it works fine.
I'll attach a screen capture from my ipad that shows running with left stick and pressing the small square at right to jump (though you can't see the press on screen as i didn't setup different states of pressing on the square image)
Also captured my jump input actions and the on-screen button component setting attached to the small square image object

glacial leaf
# wraith iron Hey <@582345422547189760>, which values are you checking for the right stick ima...

Hi @wraith iron , I just installed "Editor Console Pro" which gives me more debugging info for warnings.
(see screenshot attachment)
One of the warnings came up about "RPGCamera.AlwaysRotateCamera is enabled. Please disable the RPGCamera script in the character prefab to ensure proper cursor handling."

When I looked into the log entries further, there's an additional entry linked to the warning above, about "Delayed activation of the RPGCamera because GUI might still be shown by RPGBuilder"

Could it perhaps be that your scripts interpret the canvas with the mobile controls on it as an RPGB GUI interaction, and is therefore disabling the camera movement (until the canvas is disabled)?
(if that IS the case, is there something that can be configured/tagged that tells your scripts to ignore that particular canvas/state and enable the camera movement?)

blissful mica
blissful mica
# glacial leaf

Hey,
I came a long way, but not there yet.
I have the buttons ingame and made the Walk and Run game action. How to connect them to John's controller?

I added a Player input but not even sure that's right. If it is right how did you set it up?

glacial leaf
#

Select the button/joystick image object/prefab in the scene, then in the inspector for that object go to the bottom and press Add Component.
Search for "on-screen" and you'll get the option of a stick or button.
Choose the option that corresponds to the selected image and then in the "Control Path" inspector option, link it to the actions/bindings you setup for walk, jump, etc in John's RPGInputActions

frank tapirBOT
#

@glacial leaf just reached level 1!

blissful mica
glacial leaf
#

If you haven't done so already, any actions that have keyboard/mouse only binding should have a generic gamepad button/stick binding added.
Then link the control path of the image, to the corresponding gamepad action

#

the RPGInputActions C# asset is located in the project assets, under "RPG Cameras & Controllers > Scripts > Inputs

#

Once you find it and open it, I find it best to have it permanently docked as a tab in one of the Unity window panes

#

(Like this)

blissful mica
#

I think I get it, i should add it here:

#

I made a new (as done in the tutorial video), had no idea I had to do it in John's settings :). Was already thinking HOW to connect it haha.

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I'll give it a go thanks!

glacial leaf
#

Here's my "Movement" actions that i had set up in my demo vid above and work fine on mobile.
Left stick (gamepad) moves, button south (gamepad) jumps

blissful mica
#

The movement with me is setup exact the same (didn't change a thing).
Is it testable on runtime or should I export to mobile for this to be properly tested?

glacial leaf
#

I still haven't been able to get the right stick working with the camera rotation... so I'm thinking of scrapping John's RPG camera and either just going fixed isometric/MMO, or using Cinemachine instead

#

you can test it with the unity remote 5 app on ios or android, with the device plugged into your computer

blissful mica
#

never used that, will look into that :).
So it might already work, but isn't testable on normal run mode.

Thanks again!

glacial leaf
#

you CAN grab/press the images with the mouse in game preview for a short period, but the mouse movement input actions interfere too much to test properly

#

also, remember to have a pre-made character setup and specified to load automatically in the Blink RPGB settings - then just load the demo 2.0 scene without needing to start from the main menu each test πŸ™‚

blissful mica
blissful mica
blissful mica
wraith iron
# glacial leaf Hi <@146738990345748480> , I just installed "Editor Console Pro" which gives me ...

Hey @glacial leaf, this warning should also be printed to the console without any add-on. By double-clicking it, you get directly to the line of code where it is thrown. This warning just recommends to disable the RPGCamera script if you want to use the "AlwaysRotateCamera" feature (see HumanMaleARPG prefab, where the parameter is checked but the script itself is disabled).
Your idea could be right that the cursor might be above a GUI element and therefore rotation is stopped. You could verify this by displaying the cursor via setting RPGCamera.HideCursor = Never. Not sure if there is even a cursor rendered on mobile devices though.
I would recommend trying the demos provided with my asset first before jumping directly to RPGBuilder. RPGBuilder brings much more complexity + needs comprehensive GUI handling. Testing your enhancements in my demos first already rules out some possible root causes.

wraith iron
glacial leaf
#

I've done a couple of new project tests and I've been able to get the left stick move, right stick camera and button jump mobile controls working on John's ARPG demo, without the RPGB integration. It required upgrading the event system in the demo, which was using the old input system.

This is looking promising so far, and only requires correct mapping/binding of the gamepad input actions included with John's package. No custom scripts required, only uses unity new input on-screen control components added to an image object on the canvas.

I'm now doing some further testing to enable RPG Builder integration and John's RPGB prefabs 🀞

blissful mica
midnight notch
#

Folks! I finally put my hands on the latest controller release (5.4.2 Feb 2, 2023) and it supposed to have "Implemented the aiming feature". But I didn't see any aiming... My character with mmo camera still can fire only horizontally. What am I doing wrong?

midnight notch
midnight notch
odd token
midnight notch
#

I see... As far as I remember default rpgb should be aim enabled with middle mouse button and controller always respond with This functionality is currently not supported by the "RPG Cameras & Controllers" asset. Please contact me in case you need it. - John Stairs on that action.

unreal dune
#

default rpgb aim mode is by pressing X if you havent changed action keys/inputs
middle mouse (scrollwheel) makes your cursor pop up

midnight notch
#

aaah, I see. Let me check the control scheme then. Cos in controller 'X' was reserved to walk/run switch

#

Ok, I still don't see how to enable aiming 😦

unreal dune
#

dunno how its setup on john's scripts but this is default rpgb settings

glacial leaf
#

I’m just about to leave for work so I can’t check my project scripts. But as RPGB default mappings use the β€œold” input system, there may not be a β€œnew” input system mapping and override in John’s scripts to allow gamepad controller movement.
I’ll eventually need to get aim working in my project as well, but I’m too focused on getting my mobile camera controls working first πŸ™‚

midnight notch
#

Yeah, I assume there should be a way to enable aiming but right now it's not clear how exactly... πŸ€ͺ

pine onyx
#

It's been working for me with the latest version. I can't remember if RPGB did this, but there's a bit of an oddity where after using X to aim, you can't loot etc until you use X again to make it go away.

#

But it is working pretty well for shooting bears

unreal dune
#

i can loot just fine while in aim mode on default rpgb :p

pine onyx
#

I don't think I did anything to get it working; I just updated the controller version, changed my TARGET_PROJECTILE abilities back to PROJECTILE, and it was working

pine onyx
pine onyx
#

@wraith iron Hello. The aiming mode seems to be working fine, except there is a bit of awkwardness when it's time to loot. In order to really loot, I need to hit x again to be able to cursor over the loot window. This seems different than how RPGB did it, and Ardyn has confirmed that he is able to loot while in aim mode. Is there a way to have a cursor appear over UI windows while in aim mode? Thanks

pine onyx
unreal dune
#

but again thats from default rpgb

glacial leaf
#

Thanks to @wraith iron help, I now have a working test version of mobile controls with player move/action and camera rotation!
Will do some more tweaking, add more action buttons and eventually share the steps here πŸ‘

midnight notch
#

OK, I found the "Aiming" issue! My current character didn't have a setting that bind a key to the aiming action. That was pretty obvious tho: if you create a character and then change keybinding in the RPGB editor (in editor mode) those changes will not be reflected on the created character. This way I had "Aiming Key" in settings, but the actual character didn't know anything about that key.

#

It's fixed now, aiming is working like a charm!

blissful mica
#

@ebon willow
Hey there,
I do think I have an additional request for your plugin, that I LOVE! ;).

A way to connect the midair speed with the current RPGB (so not the preset walk/run speed in the controller from John, this way i can also modify it using the stat system in RPGB) walk or run speed depending on either a walking or running character.
Currently you can increase the movement speed but if you jump it's always at the preset midair speed.

Would be a great addition to your plugin. (Currently play-testing a lot, so who knows I might come up with some other things also. Do know that it looks a bit weird/clunky in the current state).

ebon willow
blissful mica
wraith iron
odd token
#

@pine onyx I don't think he has shape Shift added yet in the last patch, cos its still not working for me

#

its missing some code if m correct

pine onyx
#

Okay

#

I have several classes that can shapeshift into different things πŸ˜†

odd token
#

with his controllers and you can move or what ? i dont follow

#

if i am correct its still not hooked up

unreal dune
#

i mean john just said the shapeshift issue crow reported is on his list haha

pine onyx
#

Yeah he's looking into it

#

can move, but camera at feet and no animation

odd token
#

so i can trigger the shape shift effect but i cant controls the character or his animations ones he is in shape shift

#

so that s what m saying still not added yet, hope @wraith iron can confirm cos i tried it and shape shift is still not working

#

Yepo the last patch note dos not say anything on he has added the shape shift functionality yet, anyway m rambling jus wanted to make shore i am following this correct and m not missing something here

#

πŸ˜…

blissful mica
blissful mica
#

Hey short question.
Is there any documentation about the MovingPlatform script. As in what it does exact and how to use it?

#

I can get some 'platform' to move by attaching it to an object. But I also falloff once it moves from underneath me. Should I 'stick' to the platform or should I fall off once it moves from underneath me?

#

This is ticked on, on the character prefab.

#

NVM I think I found it in 1 of the DEMO scenes. The John RPGB character also sticks to that one, once it moves away. πŸ™‚

blissful mica
#

For feature requests should I put those here or somewhere else?

Gonna type it here, and if I should move it plz let me know.

  • Request for the moving platforms to have a more then a start and an end location. (that can be manually added, as many as you like. Or at least like 5 or 10).
midnight notch
midnight notch
blissful mica
blissful mica
#

If I trigger a shapeshifting effect I get this:

#

How to fix this?

#

I know shapeshifting is on the To Do list. But this seems to be something else. Also I saw 2 posts above about ppl at least getting a normal shapeshift without the character visible.

#

@wraith iron
Also something I just noticed (doesn't give an error, but might be related):
The first is John's premade character + his controller.
The second is RPGB character + controller.

Look at the leg position. Seems John's character looks a bit wobbly/unstable. Let's say he won't become an athlete πŸ˜›

midnight notch
blissful mica
#

I did not came to the animations yet. Busy with level creation haha. But still have the other question pending (about shape-shifting). Hope someone can give some pointers on that also.

unreal dune
# blissful mica I did not came to the animations yet. Busy with level creation haha. But still h...

cached body parent refers to this iirc
then for the parts you give body part script to each part (like neck chest arms etc), then make sure the renderer is the skinned mesh renderer and the part is set to the corresponding part so chest to chest. body parts are created in types > body parts and then ltr used in body culling (this is so rpgb knows when to turn off the body part when putting on armor)

#

oh sidenote, once each body part has its script attached you can just click "find body parts" in the appearance script (on the char parent) and it'll auto detect em all

#

can see me do it in adding bra culling for female vid

blissful mica
unreal dune
#

iirc for john's controller if you use that integration it creates a prefab with the needed scripts (i could be wrong here cuz i dont have the asset so thats just a guess on my part atm) which could explain that parent stuff (it needs that parent to disable everything underneath it in 1 go when shifting etc, and ofc enable when you change state back)

blissful mica
blissful mica
unreal dune
#

what your msg referred to (the error) was the parent as i circled in screenshot above, that is what you gotta worry about, the body parts bit i added to it in case not all your body parts were setup

#

so like go through your limbs and make sure the body part scripts all refer to the right one, for example for some reason the one on legs was set to feet for me so i had to set that back to legs
but main thing is that parent from screen above

blissful mica
blissful mica
unreal dune
#

ye armor has one as well

blissful mica
# unreal dune

Okay cool, added armor and armature also. But now the camera is inside the wolf. I would rather have the other option haha. Of course that won't work either since it gives an error but still.

unreal dune
#

ye that is a thing related to john's controller
shapeshift isnt working fully yet, like animator doesnt engage and crowsinger above had reported the camera thing
#1008698695656689788 message
#1008698695656689788 message

blissful mica
#

I am glad that it was this easy xD

unreal dune
#

dont jinx it haha

blissful mica
#

Haha

odd token
#

@wraith iron after the last update this starts to happen again, the patch before this was not the problem where we can get stuck in between stuff, and i have not changed anything same old prefab character that i hade before, when you find some time can you see if this is happening to you 2 again

#

and also now we have the problem where we cant move the player in the world anymore

#

witch was not the case in the last patch, and i think this is why we can get stuck the position on the player cant be moved in play mode witch last patch was not the problem

#

I have a other vid showing of that problem

#

as you can see in the video its the RPG Motor preventing me to move the player in play mode,,, witch was not the case in the privies' patch πŸ˜€

#

anyway hope this helps

blissful mica
#

If I jump into the air my movement speed while going up is the same as when I go down.

If I'm standing on something and I fall down it's way quicker.

How to adjust the 2nd fall speed?
Does this have to do with me using the falling damage script or is there an other reason?

#

I would love to have both speeds the same (where the first is already fine tuned and I would like to have the 2nd set to the same movement speed)

blissful mica
blissful mica
odd token
blissful mica
blissful mica
blissful mica
#

@odd token
Do you also know about a 'magical' setting that can make sure that when I jump and hit my head onto something I immediately fall down and not stay floating until I would normally reach the jump height? (Could add a video to show what I mean, in an hour or so, after dinner). If that would help. If not then I'll ask John if he knows a fix.

odd token
#

never tryd it

wraith iron
wraith iron
odd token
#

ty

#

as always no rush

wraith iron
# odd token <@146738990345748480> after the last update this starts to happen again, the pat...

Are you sure that something changed with the prefab on your end? Because I have not touched this logic in any way. From what I can see, the collider radius looks quite small for the used character model. With a larger collider radius, the area which is checked for ground automatically increases. Nevertheless, I am thinking about provided an offset which can be used for increasing the grounded check radius independent from the collider radius. Additionally, I am considering implementing something like an "anti-sliding-stuck" mechanism which should pop out the character from such pitfalls

odd token
#

@midnight notch if m correct he had the same problem with this where the Rai cant find the ground and it gets stuck

wraith iron
#

there is no ray - that is why I was a bit confused in the first place ;)

odd token
#

O

wraith iron
#

there was in v4 or before

#

but doesn't matter. I will provide the two things above which should make it possible to prevent such cases

blissful mica
midnight notch
#

@wraith iron it’s a minor detail, but probably it should be reported. Calculation of aiming are dependent on camera offset. If you setup your camera in a way we look β€œover the shoulder” when the character is not strictly on the screen center - the aim will miss exactly on that offset. It makes the crosshair a little bit useless πŸ˜…

#

(correct wording would be β€œaiming are not depending on offset” but I believe you get the point)

wraith iron
#

even with a large offset, it hits the crosshair spot quite well

wraith iron
midnight notch
#

Right now character stands in center and jumps left on aiming. What if he will be offset left in both stances?

wraith iron
#

sorry, but I just don't understand what you mean. Do you have a screenshot or setup which shows the issue so that I can reproduce it?

#

I mean, the calculation isn't even on my end as it just uses RPGBuilder logic (PlayerCombatEntity.SetProjectileRotation()" which basically casts a ray via Camera.main.ViewportPointToRay

wraith iron
#

New version submitted for release:

#

Hope these changes fix the issues you are facing. At least my tests were covered. If not, I am here of course

midnight notch
blissful mica
# wraith iron

Can't wait to test these fixes/updates! πŸ˜€
(Jump fix and shape-shifting, both huge and required for my game)

Thanks for them and keep up the good work!

wraith iron
midnight notch
glacial leaf
# wraith iron

Hi @wraith iron , is the last item on the update notes related to the issues I was facing with the camera not rotating when using onscreen controls (UI detected) when mapped to the cursor movement input?
If I update my project, will I need to return false the same section of the script we changed previously to allow for cursor rotation while an on-screen control is present?

blissful mica
wraith iron
glacial leaf
# blissful mica Hey there, How is the testing/tweaking going? I would love to see how you manage...

I've been off development for the last week or 2, so haven't refined or completed. It currently only works for player/camera movement through John's controller. Other actions built into RPGB and the old input system aren't supported in the method I was going with.
Looking to eventually use something like InControl or Rewired to handle all the old/new gen Unity inputs - unless RPGB gets ported to the new input system before I get there

blissful mica
blissful mica
#

@wraith iron (update issue is solved :))
Nice I just saw that the update is live!

Updated all the files and the jumping works perfect now! (Hit your head and fall down right after :D)

Am wondering what I should change in the setup to get the shapeshifting correct also. I'm still in the NPC. Is there some documentation on how to use it with your controller?

odd token
#

and just ad to the talent or spell book tree or where ever you have your ability's added

#

ez pize and it works

#

hope this helps, if you have more questions just ask

blissful mica
# odd token ez pize and it works

As you said it's so easy haha. I imported the updated files but didn't run the updated integration πŸ™‚ So I couldn't find the correct controller haha. Just adding that and it works like a charm :D. I was to quick haha.

Thanks πŸ˜„

#

Just need to figure out now, if I want to use the latest character made by John (inc everything) or if I can just keep the John RPGB character from the previeus update

odd token
#

if m correct old characters work, when updating no need to redo any of that stuff

#

@blissful mica

#

i just updated and all works fine i dont have to remake any of the prefabs

blissful mica
odd token
#

trust me no need just need to see what changed and add that but no need to redo the hole character i know for a fact

#

πŸ˜€

blissful mica
pine onyx
#

The wolf shapeshifting looks fantastic now πŸ™‚ 🐺

odd token
#

right right i love it, did you try the shape shift stealth, if not see support, on how to do it its working, Ardyn made a tutorial

#

@pine onyx

pine onyx
#

No I haven't tried the stealth yet

#

oh cool

odd token
#

well its amazing for a druid

pine onyx
#

Is it in his youtube channel, or in community-support?

odd token
#

i love it

#

community support

pine onyx
#

okay thanks

odd token
#

we just made it work

pine onyx
#

cool

#

i'll go look

odd token
#

#rpgb-chat message

pine onyx
#

That's very interesting, thanks

frank tapirBOT
#

@pine onyx just reached level 8!

midnight notch
#

Yay, new controller build just hit the store! Excited to try the fixes πŸŽ‰

odd token
#

@midnight notch where you bean its already 2 days out πŸ˜€

midnight notch
pine onyx
#

I couldn't wait πŸ˜†

midnight notch
#

Yay! I didn't stuck anymore even in the trickiest situations

odd token
#

@wraith iron hi sorry to bother, I see the problem with leap ability's is still here, don't know if you had anytime yet to look in to it, sorry for asking again just wandering hope this one dos not slide true the todo list πŸ˜…, i made a video showing what i mean

#

and also no rush i was just wondering maybe it got fixed with last patch and i am setting it up wrong

#

ether way pls do let me know

#

ty

#

πŸ’ͺ

amber moon
#

Can you tell me how to get the right stick to work on a mobile device ?

blissful mica
glacial leaf
#

Hey @blissful mica I haven't been working on it due to excessive work commitments, but to make the onscreen right stick (camera movement) work you need to modify a line inside of the RPGBuilderIntegration.cs script (see screenshot)
The line that is indicated inside the screen shot, change to "return false;"
I assume this disables the temporary deactivation of mouse movement when a GUI/onscreen stick element is detected on the screen. Thus allowing the right stick to move the camera (via mouse input co-ordinates) while it is an onscreen gui element

blissful mica
#

Not a coder, so I would need to find out where and how to type the return false exactly.

odd token
#

dos anybody else have a problem with mount idle turning animations not getting triggered, pls let me know

#

it looks like for shape shifting idle turnings works, but not for mounts

wraith iron
odd token
#

#1008698695656689788 message

muted prism
#

Hi there. I just bought your asset and I would like to know how to avoid the jittering created by the NPC when colliding with the player

#

thank you πŸ™‚

wraith iron
wraith iron
muted prism
odd token
odd token
muted prism
odd token
#

this is the way you can use Collison or not

odd token
#

if m correct there are layers for that for ignore

muted prism
#

Well, The player get pushed by the NPC while they partroll. And the avoidance works only for othet NPCs, correct?

odd token
#

so if you dont like that turn it off like i showed you in the2 images in the editor

#

that is why the are pushing you aside

#

also dont think this is Johns stairs thing its more RPGB related

midnight notch
#

It’s rather Unity’s physics/navmesh related, rather than RPGB as well. @muted prism on the first place npc should not push player. It means that your player must be marked as navmesh obstacle. Bit it could break the npc’s ability to find the player when they want to hit it. So, maybe β€œavoidance” could be the case.

#

Anyway, there’s a lot of options to setup Navmesh Agents and physics to work together.

#

Unity’s navmesh agent calculations is quite shitty, so good luck πŸ‘πŸ»

muted prism
midnight notch
#

It is not, but it should.

#

Here. The issue is that npc navmeshagent wants to be in certain point but that point is occupied by player, so npc collider didn’t allow npc agent to get there. And each frame agent and collider start fighting on what should be the actual npc position.

#

You have many options to solve it: disable player/npc collision, include player in navmesh avoidance calculations, tweak navmesh calculations (by default it’s β€œlow” quality, turn on the highest and see if it behaves better, etc

muted prism
midnight notch
#

Make it a navmesh agent as well, or make it navmesh obstacle

muted prism
midnight notch
#

Folks, there is one strange behavior in mmo controller I can't explain and I'm not even sure it's not my personal issue. First jump will always breaking your running. For me it's always working like this:

  1. press forward + shift and start running
  2. press jump (while keep holding run keys) -> character do almost full stop and jump in place
  3. continue running
  4. press jump again -> character jump forward, as expected.
#

As soon as you release run buttons and press it again - next jump will also be in place, and all the next jumps will be properly inherit the speed of running. Could anyone confirm that behavior?

ebon willow
ebon willow
#

btw I personally cannot replicate the issue

pine onyx
odd token
#

i think this mite be cussing it some time to miss jump

pine onyx
odd token
#

when i disable it,,, it works perfect

#

so this is more 3party assets problem, and not Johns his controllers, its a conflict of some sort

#

but i can be wrong i just know if i disable it works fine for me

ebon willow
midnight notch
midnight notch
ebon willow
# midnight notch So do I. I would take it as is if all the jumps were like this, but it’s just a ...

The only similar thing I experienced was when having mid air movement set to always possible, that gave me similar effects although in different circumstances. I really, really wonder what iStep has to do with that (even more so since from what I could tell the only thing in john's code that is expected to 'brake you in the air' is the mid air speed setting, and now I wonder what else I could have missed).

For reference this is something I came across when updating the fall damage script to take care of something similar, that's why I made this assumption. πŸ™‚
Oh well, we'll see. πŸ™‚

odd token
languid jungle
#

I just installed iStep with RPGBuilder again. The demo scene of istep works as expected.
But I can't get it to work with RPGB + John Stairs Controller. I setup the foot IK script and the setting in the animator controller.
Changing "Compute Ik Hint Position Strategy" will change the walk, but footsteps (sfx+vfx) won't work. COllission Layer Mask is set to Everything. Any ideas?

languid jungle
#

Solved. In case someone else having these problems: The footstep events did not carry over to the prefab when I copied the component from the demo.

languid jungle
#

Yesterday I broke my Character Controller it seems. I can move the character by keyboard, but look around with mouse won't work. Also the interaction does not work anymore (the object is still on the correct layer). The raycasting seems somehow weird to me as well. The distance is way to far for interaction and only reacts unexpected.

To test my setup, I used the default prefab from John Stairs Controller which I get when I enable RPGB support. I did not change the prefab. So it must be something else I guess?

Any ideas? Maybe @wraith iron ?

languid jungle
#

Deleting Easy Build System solved the problem as well. Not sure how this relates.

zealous pulsar
#

Is there anyway to change the animation when falling. Currently it keeps walking in the air. Also when falling, I'd there a fall damage option?

finite walrus
#

Can you tell me if the RPG Cameras & Controllers from John Stairs controller is much more polished than the one built into RPG Builder? Will it good work with a top view view?

#

Is there pad support built into this?

midnight notch
#

I would assume that top-down controller is not β€œjust a 3rd person with top locked camera” so maybe it’s not as good as it might sound. But yet again, built in controller is barely usable anyway πŸ‘€

finite walrus
wanton hazel
#

Hey πŸ™‚ Tried searching a bit in the discord, but couldn't find anything on this exact thing πŸ˜› I'm implementing the option for using a PS5 controller with the John Stairs ARPG controller, and a lot of stuff works great out of the box! But the issue I'm having is that lot of other input handling is done a bunch of other places, and it's a bit hard to find the right places to edit certain stuff.

Like for using ground abilities I found the string in "PlayerCombatEntity" script, and just added a line for the joystick press for executing it. But I can't seem to find the right place to make JoystickButton1 or South Button trigger targeting, or anything else mouse0 would do. Has anyone done this or made a combined script or anyone using the new input system for all of it?

wanton hazel
#

Found this in the combatenitity script. This might be what handles setting the target on left click. Going out now, so can't test it yet, but I guess I just need to make the ButtonSouth or something to trigget "onMouseDown" ?

wraith iron
#

Hey @wanton hazel, all input bindings which have to do with my asset can be found inside the RPGInputActions asset (which you have already found). But these only work if you enabled the use of Unity's "new" input system in the project settings. All other input handling, i.e. actions which are not related to camera or standard character motor controls (e.g. casting spells or world/UI interaction), is handled by RPGBuilder code. Hence, I cannot help you further here unfortunately. I just know that RPGBuilder is still using the legacy input system ("Input Manager").

wraith iron
wanton hazel
#

But I probably posted in the wrong chat ^^ Great controller overall though, The closest I've been to get the playability that I wanted

proven vortex
#

@wraith iron hey, I think there is a bug with the movement speed change event. i tested on a fresh project w/ only RPG Builder and the RPG Camera

#

this stuff here does not seem to do anything

#

(Stand Time works)

#

i put in Debug.Logs and saw that the MovementSpeedChange event wasnt getting hit

#

im not sure why

#

it changes the movement speed float, but the RPG Controller doesnt seem to pick up on it and adjust the movement speed

proven vortex
#

i fixed it btw by adding this line in the RPGCharacterControllerEssentials to forcibly call the Combat Event so it gets picked up by the integration

#

im not a coder so i dont know if this is proper tho

wraith iron
#

@proven vortex hey, this is interesting. Thanks for reporting, I will definitely have a look into it!

muted prism
#

Hi, quick question if I may. Is there a way to have multiple overrides (dynamic animator) with your controller?
And, is there a tutorial where is shown how to switch from a weapon to another, in particular short range and long range one?
Thank you in advance

midnight notch
# muted prism Hi, quick question if I may. Is there a way to have multiple overrides (dynamic ...

I'm not John, but controller has nothing to do with animator overrides, it's RPGB responsibility (and it's actually using native unity's override). Here is the video that explains how to do it https://www.youtube.com/watch?v=TdiLdvMGef8

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unreal dune
muted prism
midnight notch
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RPGB do it automatically for you

muted prism
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Great!

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And just to be annoying with another small question: can the abilities be selected by weapon? I mean, if I use an axe there is one or more abilities and they change when I use a sword. Is it possible?

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I think this happen with shapeshifting

unreal dune
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Weapon specific hotbars aren't a thing
You can however lock abilities behind a weapon templete, this template then you can then day "axe" meaning it only becomes active and gains exp when an axe weapon type is equipped but it will not automatically populate hotbar and once an ability is unlocked you can still use it in other stances like is you unlock axe skill then you can still use it with bow equipped.
Unless you add a use requirement inside the ability that states x weapon type is equipped

odd token
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@wraith iron hi i think the last patch broke RPGB not possible to use when mowing ability's mechanics, can you pls confirm if this is true, right now that button dos nothing, now i am able to use the ability's with out shooting of the projectile whiles mowing πŸ€”, but it dos trigger the cooldown, also not getting the text cant use whiles mowing

odd token
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Condition move and cast is broken

proven vortex
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this works for me

odd token
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becos it use to work for me and not afther the update

proven vortex
odd token
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so pls be carfull wen saying it work

odd token
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m going to record to show it is not working

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here a video showing is not working correct

proven vortex
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test in a fresh project with only RPG Builder and the camera

odd token
proven vortex
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john's controller latest patch. i fixed a movement speed bug above where it literally wasnt slowing me while moving and casting

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i tested it before on a fresh project and it wasnt working there either

odd token
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o did we alrady have a new patch

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with the old patch the slowing did also not work for me

proven vortex
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if you cant cast and move on a fresh project, then it is a problem with the integration

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but i dont think it is, because it works for me

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so for some reason, some other setting is off

odd token
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did you test it like this, i am mage that wont to cast a ability only if i am standing still, but not be able if i am mowing it needs to say cant use ablity when mowing

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it works for me if i set it to move and cant not if i set not cast while mowing

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did you test it like that

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also i dont see any new patch yet

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@pine onyx can you pls also test this

proven vortex
odd token
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i will recod with me voice

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give a sec

proven vortex
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are you using the code I put in?

odd token
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i know for a fact it broken but okay, i will wait me time to show it to you

odd token
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pls do share

proven vortex
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lol well i am not disagreeing that is broken for you

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it clearly doesnt work as intended

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you have to ask why

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i am merely saying that it works for me on my end. so i am not sure if it is a problem with the integration itself

odd token
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any way i wait for respond if he ever see it now πŸ˜†

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@wraith iron pls can you confirm this is not working

proven vortex
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easiest way to test that is to make a fresh project with only RPGB and Camera

odd token
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wow

proven vortex
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so you made a fresh project with onyl RPGB and Camera and it was broken there?

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i am genuinely curious

odd token
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k stop spamming it now did not ask your help, i have a strong fgealing with you are just sturing stuff up so pls i ask nice stop

proven vortex
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ok so you didnt do it

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i was trying to help you

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sometimes you have to help yourself

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GL

odd token
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it dos not work trust me, when i say last patch broke it FACT

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so why are you responding if i tag John

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did i ask you no

pine onyx
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@odd token It is working for me, though Im having trouble getting a video this morning. I really need to learn to use obs

odd token
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this is working for you

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can you pls watch the video

odd token
pine onyx
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Wait, so you're not able to cast if move and cast is not checked? I'm confused

odd token
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i am able to use a ability while mowing and i am not supposed to be able cos its unchecked see

proven vortex
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because it works for us

proven vortex
pine onyx
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This is me, but I use TARGET_PROJECTILE

odd token
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see that is what i mean

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so pls i will tag JOHN

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and he will replay

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and you @proven vortex you are a pace of work not even testing proper and interfering just to mess with me you always do this cut it out now i know πŸ˜€

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i dont talk to you anymore

proven vortex
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dude i was trying to help you

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you get super defensive for no reason

odd token
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πŸ‘

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πŸ‘Œ

unreal dune
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Guys just drop it here or im gonna start timing ppl out. I've read the convo back and he was just trying to help by asking what you did in steps

odd token
odd token
unreal dune
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I said to drop it, people are free to help others. Sometimes it even speeds things up as the creators arent here 24/7

proven vortex
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i am still trying to reproduce it for me, because if it was broken i want to fix it

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you first mentioned it a week ago

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i thought id say that i wasnt having the problem

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usually if something weird is broken for me, i test it on a fresh project

unreal dune
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I read you said you fixed a speed bug in the controller for yourself, maybe thats where something lead to a misunderstanding but im not gonna repeat myself again, just drop it :p

odd token
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@wraith iron any way i will tag again so you don't miss it John, can you confirm this is broken pls thanks

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#1008698695656689788 message

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also here is a other test that it dos not work πŸ˜€

proven vortex
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man thats weird

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i cant reproduce it

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maybe something in the prefab settings for the character

unreal dune
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I was also talking to you :p with the "guys" and my last msg haha. Its possible you fixed it when you did your speed fix
But ye lets have john take a look at it so he can say whether or not its a bug or something in the controller

proven vortex
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if its a bug in the controller, then id like to reproduce it so it gets fixed. cant seem to reproduce in unity 2022 version in neither my project or fresh project. maybe John can find it

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this is how you actually fix bugs btw

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John knows his code best though

proven vortex
unreal dune
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Yeah crow and 3po arent on 2022 so maybe its that but this is my final warning, just leave it here cuz its just gonna continue to spark arguments and push up the stuff, making john's life harder xd I already saw 3po respond then quickly remove the msges.
Tbh im already being more lenient than normal here cuz it could be said you guys already went against rule 2

pine onyx
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If I'm running while casting, the casting animations don't work right. Is that what the UpperBody layer in the Stairs controller is for?

unreal dune
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dont work right how?

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like does it stop too soon or?

pine onyx
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Let me see if I can make a video

unreal dune
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hmm ye i think that maybe for his anim slots, i dont have the controller so cant say for sure there. thought maybe you had a setting in rpgb but that doesnt look like rpgb setting unless you'd have a one hand melee attack setup as anim for an interrupt or something

pine onyx
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I don't think there is an interrupt animation defined or even in the animator

odd token
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not like this

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this means you are triggering left anim and right anim

pine onyx
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But both of these animations are single

odd token
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O wow i dont have that problem, only if i use list or sequenced anims, this is a thinker πŸ€”

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why would it trigger second animations if its not asked

pine onyx
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Yeah I don't know

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Like in the animator, it goes straight to meleeattack1 and then exit

odd token
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yep this is a strange one for sure

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can you show me your animations tree when using bow overrides

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i do have a custom overrides added if you just use the standard one from John, you probaley have not set it up correct

pine onyx
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wait this is odd

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They all come from Any State, but if I look at the line between Any State and Ranged Attack 1, it says it comes from Melee Attack 3

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which is not what is animating

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That's just a preview source state.

odd token
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okay question do you use bow overrides, and do you have a strafe left strafe right animations with bow

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like this

pine onyx
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Hmm, I'm not using an override controller with the Stairs controller. I have no overrides set up in RPGB

odd token
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so what is happening for you is when you walk left and right he is using wrong strafe animations

odd token
pine onyx
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For StrafeLeft and StrafeRight in the Base Layer, I'm using the strafe animations from the blink starter pack.

odd token
pine onyx
odd token
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☝️

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see what m posting here this way you have more control

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this way you can use overrides

pine onyx
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Let me set up overrides and see if that changes anything

odd token
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bocos now you are using RPGB animations system with Johns controllers and is vary limited, you dont get to use the overrides

pine onyx
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I don't understand. You're saying I can't use overrides with the Stairs controller? Sorry, I don't understand

odd token
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this way you can make unique animations for etch characters

pine onyx
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But it looks like you're using an override controller with MMO2

odd token
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yes i am

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are you not using a mmo

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are you on Arpg if yes then i cant help i never use that one

pine onyx
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Yes I'm using the MMO controller

odd token
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but it must be same principal

odd token
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you are not making a full of use of the system

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@pine onyx see the way i did it is liek this

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simple

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now you have the ability to use override for its class or race

pine onyx
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Oh I see

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That looks handy

odd token
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so in evry override you just add the mmo john controllers

odd token
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must have

pine onyx
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Okay I'll give that a try

odd token
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and then if you have the bow and you walk left or right you find a animations that is soothed for that and whola πŸ˜€

pine onyx
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okay

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this will take some time πŸ™‚

odd token
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yes

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πŸ˜†

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but it will be worth it

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now you can have more verity in animations, make use of different races using different ruining or any animations so the dont all look the same its pretty cool stuff πŸ˜€

pine onyx
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cool

odd token
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if you still find your self in need of help m here

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it can be bit tricky to understand but ones you do its so strait forward

pine onyx
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Okay thank you

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This is odd. In the override, the "Original" column is listing the animation clips instead of the node names. For example, instead of saying "Melee Attack 1" and "Melee Attack 2", which would be clear, it's using the names of the clips I have in there at the moment.

unreal dune
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thats normal

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base rpgb the empty clips are named after the slots hence why it seems like they're the states

pine onyx
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huh

unreal dune
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normal not modified, standard anim clips in the states in the animator

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now i modified the empty clip's name

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the slot in the override takes the name from the anim clip inside the main animator's state

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thats just how unity is

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thats why thomas provides empty clips that have the same name as the states so it makes more sense in the override list

pine onyx
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I see. Okay, thanks! I should start renaming my animation clips, I think

unreal dune
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if you apply em directly in the main animator then thats a good idea yeah

pine onyx
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Okay thanks

unreal dune
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best way would prolly be doing what thomas did with empty clips, just make empty clip and name it accordingly then assign it in the state. that way you dont get anim warnings/error about empty states nor accidentally triggering anims when you dont want it to

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well if you wanna use the weapon overrides like 3po showed

pine onyx
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Where did he do that? (Thomas) the empty clips

unreal dune
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inside the animator

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like what i showed in the video, all those clips in the animator states are empty clips

pine onyx
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Oh I see, in the EmptyAnimationClips folder

unreal dune
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as for making an empty clip thats as simple as pressing create > animation

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yup

odd token
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dont use empty clips anymore

pine onyx
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But I want the left column of the override named in a clear way

unreal dune
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the one where you responded to was only me showing why the names in his override were different :p

unreal dune
odd token
pine onyx
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If I want to redo MeleeAttack3 for another class, then I want it to say "MeleeAttack3" in there, and not whatever animation I have assigned to it in the override

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It helps me keep things clear in my head when I'm looking at stuff two months later

unreal dune
odd token
pine onyx
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Using these named clips Ardyn is talking about would help me do that, then I can use the real clips I want for each class in the override controllers

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It helps my poor brain πŸ™‚

odd token
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for me it works this way i just apply real animations so i know the real names and i dont get confused

unreal dune
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in base rpgb that is all empty clips so you dont start getting errors or accidentally triggering other anims when you dont want em to trigger cuz rpgb default is using animator overrides everywhere

pine onyx
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Makes a lot of sense

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I actually understand! This is a good day!

unreal dune
pine onyx
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yeah totally. I have a number of animation packs from here and there, and renaming stuff would lead to chaos and madness

odd token
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better not to rename but just add the same anim with the same name

unreal dune
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oh and if you do that you have to take into account that the main animator will always play if you dont have override assigned in gender or elsewhere so then the anims from inside those states would play (hence why thomas used empty ones cuz there be overrides everywhere haha)

pine onyx
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yeah I've got so many overrides now.. I just haven't done it with the stairs controller yet

unreal dune
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its the same idea but just using his controller as the main animator

odd token
pine onyx
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cooool

odd token
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@wraith iron i found a other one that broke with the last patch, cant trigger animations if swimming

eternal cave
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I noticed I kept getting "Hash xxxxxxxxx does not exist" warnings when my player dies and I noticed 3 parameters that don't exist are attempted to set in the InitDeath and CancelDeath methods. I was wondering if they were there for a reason?

Just set up a new project with RPGB and John's controller.

proven vortex
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they exist in the RPGBCharacterControllerEssentials script, which is what the RPGBuilderIntegration camera script is overriding

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but good question what they are for

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they must be for the old RPGB built-in controller

eternal cave
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Thanks, that is what I assumed because after I posted that I saw a screenshot from a while back that did have at least a couple of those parameters shown in the Animator.

zealous pulsar
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Are we able to resize our characters? I just moved mine up to 1.2 in scale and then he looks like he is floating....

wraith iron
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Hello everyone, I am finally back from a longer vacation and more or less read through all the conversations. If there is something urgent or you are 100% sure you have found a bug, please send me a mail. Otherwise it could take some days after reading it here and finding out which messages are urgent and which aren't, thanks :)

wraith iron
wraith iron