I think I have already replied you via email, but here also for the other folks in short:
"I assume that you are scaling the root object and the grounded check sphere ends up way too high. Scaling the root instead of the model and the character controller independently is currently not supported, but I noted it down to hopefully ship it in the future." -> so if you want a permanent scaling, either scale the root game object and adjust the "Grounded Tolerance" (but live with a smaller grounded check radius) or scale the character controller collider and the model (child game object) independently. The former might be supported (without penalties) with the next release
#John Stairs RPG Controller & Camera
1 messages Β· Page 2 of 1
Hi @wraith iron I may have asked already in some other forms this question. Apologies for the repetition. I saw in an update that the aiming is available. Is the Auto Fire available too? like holding a button and a projectile / ability keep going?
just to add bit more to this problem not triggering animations if one is in water, parentally only happens if one uses trigger if i use bool it dos trigger the animations, i Thoth was worth mentioning, sorry i did not include this in me first post i just found out this was the case, hope this helps with tracing the problem TY πͺ
Hi @muted prism, I am not aware of this "Auto Fire" functionality, but it sounds like it has nothing to do with my motor/camera. I have implemented an integrated aim mode so that the rotation of my camera is connected to RPG Builder's ability direction. So, I don't see a reason why auto firing should not work - at least on my end
Don't think auto fire (like rapid fire machine gun/ak47) would work cuz rpgb abilities dont have that option of themselves, so all you'd be doing probably is spamming the ability even if its on cooldown. One way i could see it maybe work is if the ability is added onto an item as an action ability which ignore cooldowns
right stick not working in JS rpg controller in simulator or on Android remote but it is working in game screen only, any fix?
Hi @odd token, sorry for the late reply but I have finally got time to look into this and expected it to be an issue on the integration, but this bug is also happening with the standard RPG Builder controller or not? It also looks and feels like this is something in Blink's code as I only touching the surface when it comes to the ability mechanics
yes correct, i have also tested RPGB standard demo and same is happening but when i told the support about it he sad for him it was working,,,, so i dont know if this is a RPGB thing or on your end, i just know it dos not work on both sides so i personally have tested and it dos happen on both sides , so probably a RPGB thing, i say the best way to find out for your self if its a RPGB thing just test there demo right π and if its on there end well no fix needed from your part correct, we have to wait till Thomas fix this π
that is interesting, as this works for me as well. And I don't know why it does because I would expect it to fail as there is no trigger parameter called "Casting" present in the animator controller
yeah, if it is also not working with the character shipped with RPG Builder by default, I assume I cannot do much about it. I could search for the issue myself and fix it downstream in my code but that doesn't make sense from a programming perspective. Nevertheless, sorry I couldn't be of much more help. Btw, the best bug report video I have gotten so far πͺ
yes i understand not much can be don if its not on your end
π
right stick move is not working for Look / cam rotation for android can anyone tell me what can I change in the code so that it would react to right stick input in android or device simulator it works in game view but doesn't work in device simulator or unity remote 5 on android
Hey @pale raft, this sounds like it could not be related to my asset and unfortunately I don't have the setup to check on my end. All I could give is the advice to play around with different input. For example using an input you know that works instead, e.g. left stick and see how this behaves. I would recommend using Unity's "new" Input System if you are not already doing so
it is about your asset sir as well as rpg builder but I haven't intergrated it yet. Currently JS rpg controller package is the only thing in the new project along with other required assets such as input system . It is working well for left stick player can move but for right stick it doesn't work for android . I tried it in device simulator and through unity remote 5 by connecting my android phone. I tried right stick with other simple controllers they are working just fine for right stick but it is not there is something in the code that is not letting camera move through right stick input it is only working with mouse input
ah, okay. There might be a misunderstanding on how the inputs of my asset connect to actions. There is an input action called "Activate Orbiting" (alternatively "Activate Orbiting with Character Rotation"). This input has to be pressed to make the camera rotate. If the bound input is not pressed, there will be no rotation. This behavior is turned on by default for the MMO prefab but not for the ARPG prefab. The corresponding bool "AlwaysActivateOrbiting" (or similar depending on the used asset version) can be found in the RPG Camera script/component
Thank you so muchπ @wraith iron ARPG prefab right stick is working by default.
@wraith iron hi John sorry to bother, i have a question , i dont know if this is on your end or unity's, but when i have the UI window open i am still able to interact with stuff true the UI Window if mouse button is pressed, lets say i am selecting stuff on the UI but some how still interacting with NPC π€ SORRY NEVER MIND π RAYCAST WAS OF ON THE MAIN UI WINDOW π
what version of unity are you using? i have had this issue too where the raycast does not detect the UI panel
it is one of the things that i tried to fix but i could not figure it out
i am using unity 2022 and i thought it might be a problem with raycasting in this version
i am using 2021, i have tested on many versions, same happens so i was thinking John mite have forgotten line of code to prevents this behavior, i have no clue why it is happening just know it dos on many versions
it dos not happen with RPGB controllers so this is why i am reporting here
@proven vortex
hmm ok. it happens to me too. i thought it was raycasting but i could not figure out what was going wrong
Just picked up this controler, like it so far but i have a couple of questions.
1st: ive been using the rpgb wyvern animator for my flying dragon shapeshift, do i need to make my own animator controler to work with this? shapeshifting withthe rbgp one doesnt seem to work.
2nd: my gound abilities (ex: ice column) dont link to the mouse pointer anymore and just cast at a random spot.
- If john's controller uses its own animator you prolly gotta use and/or modify that one (better for them to answer this one rlly cuz i dont have the controller)
- Go to the default rpgb player prefab > in its hierarchy you'll see an ground indicator manager > copy that exact setup to your char prefab with john's controller > make sure the manager is using your ground layer(s)
John's comes with the ground indicator on the prefab, rookie mistake, didnt have the terrain layer set to ground haha. there is a bear shapeshift, i just need to figure out how to add flying to the animator i think. thanks
Hi John. Please where in animator can i find the blendtree for rolling? I need to assign animations there, so i can see them in overrides π
Hi @signal cedar, unfortunately I cannot check it right now myself but it should be on another animator layer. I think it is called "All Body"
It should be where the other RPG Builder animation states are like casting, melee attack etc. But since I am (unfortunately) working on a new major release for quite some time now, could also be that you have the asset version where it got lost for whatever reason. It's been too long ago to remember, sorry π
even if it is not there, it is quite easy to add. You could just copy/compare it with the RPG Builder default animator and handle it like an "all body" animation
the Roll section is missing in V5.5 (the latest on the asset store i think) in the RPGB animator they are located on the base layer transitioning from AnyState > Roll > EmptyState., if its recreated in John's in All Body do we go AnyState > Roll > Exit instead? or transition it to an empty too?
Hi, Could you please tell me where i can set the damping for the input in the controller? I would like a smooth transition between idle - walking - run
Hi everyone, finally, version 6.0 of my asset was released! :)
There are many new features and bugfixes included. Check out the patch notes on https://johnstairs.com/rcc/?page_id=193. Please also note the disclaimer at the top - just in case
Hi @muted prism, if you update to v6.0 of the asset, there is an own public variable for this called "Aceleration Time". Otherwise, you could set up smoother value transitions via the RPG Input Actions (I guess) or open the RPG Motor MMO/ARPG, go to method "SetAnimatorParameters" and set a higher smoothing of the Input Direction X/Z SetFloat calls
Hi @ebon sequoia, the former is correct: AnyState > Roll > Exit. But note that there is one animation state per roll direction in the RPG Builder standard, i.e. Roll Forward, Backward, Left, Right
Thanks! Just read thru the patch notes, damn you have been busy haha, excited to check it out!
Thank you, I will update it now
Loving it so far, i am having an issue (or i missed something) that pressing B doesnt so anything while climbing, and is it possible to be able to jump to exit climbing too?
Hi @wraith iron just installed and excellent as usual. Could you please tell me how to set the Running only if the shift is pressed?
I would like to have the walking state as standard
you could change the movement speed down to a walking speed, then in the animator swap out the run animations for walking animations.
Thank you, but where? in the RPG controller script?
thats your movement speed, run speed being the default movement speed, then you want to go into the animator controler base layer > standard movement > then swap out the run animations with the walk animations... that'd be how i'd do it, there might be a better way but i dont know haha
yes, make sense! thank you
@ebon sequoia already answered the question, thanks π
hmm, have you changed anything in the corresponding input action? Have you set the corresponding climbing cooldown to 0? There is one for ledge climbing and one for free climbing. Could be if the value is too low, e.g. 0, that the character immediately grabs the same collider again.
Regarding the second question: You would like to be able to jump while climbing or just need the jump key to cancel the climbing? The latter could be easily set up (same place as shown in the screenshot). But I guess you mean a real jump, which is currently not implemented. For now, I can only put it on the list as a feature request but really no clue when the time will be there to have a look into it, sorry!
I'll take a look at the settings after work thanks. And yeah I was meaning being able to jump while climbing but no worries on that and no rush, this update is fantastic. π
Hi there, IΒ΄ve just updated the controller and I was looking to make the character strafe
how should i do?
And if i can ask : how to lock the camera to the character to achieve a 3rd person like Dead space? Is it possible?
Hello guys... please how to setup climbing animations? My character can climb, but animations wont play. He just looks like falling animation loop
Ok for anybody having same issue: You need to setup the transitions... get inspired from the default controller π
Hi bruh, did you please manage to solve the B not responding to cancel the climb?
Put:
_inputCancelClimbing = Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("CancelClimbing"));
Into the RPGControllerIntegration.cs to the end of the script under the line 82.
Will fix the issue
- set it up in the settings of RPGBuilder
Hey @muted prism, have you managed this? Usually, you would just have to check the RPGInputManager for the bindings for action "Strafe"
I haven't played Dead Space, but I would say yes. You would have to adjust the local pivot position of the RPGCamera and the aim mode pivot position. That's all
Hi thank you for the reply. I actually would like to achieve the following:
a) while Not in Aim mode, the normal walking/run with NO strife
b) While in Aim mode, only strife
would it be feaseble? the RPG builder native controller does it
Hi @wraith iron I've noticed I'm running into the same issue I had before work the "click to aim" ground style spells that occurred in the previous version. Would the previous fix you provided work with this iteration?
Hi @ebon sequoia, sorry it has been so long. Could you please describe again in detail what the issue is? Best might be to send me an email ([email protected]) with screenshot and possibly video if it is to complex to describe in text. Sorry for the inconvenience
Hey @muted prism, this is possible but only with a small adjustment. There is an input action called "Rotation Modifier". Whenever this is pressed, the rotation input turns into strafing input. So you could use it as a small workaround and implement the corresponding input inside the RPGController, called _inputRotationModifier, to be true when aim mode is on (can be found in _isAiming bool inside the RPGBuilderIntegration for example), otherwise false.
However, I will write it down as a feature request for the next release, thanks
yea that would be awesome β€οΈ thanks!
Could you please write me the piece of code to replace to do that? Thank you in advance
In addition, could you please let me know how to smooth the rotation when the AlignWithCamera is active/Always? I currently have some jitter when is active.
hmm, there should never be jittering regardless of the smoothing. The smoothing is controlled via variable "Rotation Smooth Time". But there are also variables which could have an effect, e.g. "Rotation X/Y Sensitivity". Also the input action setup could have an impact. Have you changed anything there? If not, what else have you changed that the behavior appears now? A short video could help if you cannot manage to debug the issue yourself. Then I could have a look myself
no, unfortunately I don't have the time currently to do this. But like I wrote, I am planning to ship this with the next release
Hi I think I found the solution, I set the rootmotion on the animator and was giving strange movements.
Anyway I have another short question:
I notice that the character "wobble" a bit when it stops (rotation with AlignWithCamera is on Always). Is there a way to remove/reduce this wobbling?
π€
I will make a short video to show my issue, maybe someone has / had the same
nope not me works great for me, but then again i am still on the old version so there mite be something changed
in the new version mite be cosing this for you
nope but also looks like you have some bouncy bones on on the rig, can you show the settings on the character prefab
never seen this, this cant be his controllers doing it
good suggestion, where should I look?
thank you
solved, some animations were bouncy by default (the ones shipped with the controller)
thank you
You should defintely keep it π
@wraith iron Hi John,
I have a question about the Character rotation. When I press left/right/up/down the character turn towards the direction very very fast (almost a snap). Is there any way to make this rotation smooth?
in addition, how can I proper set walking/running left and right rotations? which is the parameter in the animator that can I use?
Thank you in advance
@wraith iron is it possible to use the lock on feature with the RPG builder integration?
I'm playing around in my project The lock-on feature seems to work in the demo scene on various objects I test. But once I go into my project that has RPG builder it seems to have no response.
Any help would be appreciated
Further record the way I'm trying to get the lock on to work is. I created an empty game object that I'm actually locking onto that I placed on the prefab of my NPCs
Please can you share your creation if its succesful? Thank you bro!
you can even create unofficial #1006499146565439559
Absolutely no problem
took a long few month break from working on my game, i know i figured this out once before but now im stumped as to how i did it xD ... for some reason when ever i load in my charater is floating off the ground, the prefab seems to be set up correctly, it just happens when i hit play.
Hey @wraith iron , recently started working with your controller and I generally love it. Just a question:
I followed the integration and most of it is working for RPGB. However, the walking with simultaneous left+right mouse click is not working. And my character is also not strafing with right click plus A/D. Also when camera is facing the front of my character, with right click doesn't turn 180 degree to walk in direction that camera is facing. Basically, I want to have exactly the same functionality and feel as the EllenMMO Demo. Settings within the Controller scripts seem to be the same.
Any idea what I am missing? Is it a setting in RPGB? Would appreciate your (or anyone's) support π
Okay, so I figured out in the meantime, that for the right click functionality to work like for EllenMMO I have to uncheck the option "Use RPG builder action keys" in the controller integration script.
However, this now means that changing the keybinds via RPG builder settings does not work anymore and it only takes the "default" keybinds from John's controller.
Is there an easy way to keep both functionalities?
I'm sorry, pretty new to this!
Are you sure you have followed that part from the documentation?
(I'm not upgraded to the 6.0 myself yet so I just guessing)
Yep, I just checked it. Here:
- You need to add
RotateLeft, RotateRight, StrafeLeft, StrafeRightkeys to your RPGB Action Keys. I assume it should be A & D keys by default - You need to edit
RPGControllerIntegrationto use Strafe when RMB pressed and Rotate when RMB not pressed
Here is the working Right Mouse Button check for rotation and strafe.
_inputRotate = 0;
if (Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("RotateLeft")) && !Input.GetMouseButton(1)) {
_inputRotate -= 1.0f;
}
if (Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("RotateRight")) && !Input.GetMouseButton(1)) {
_inputRotate += 1.0f;
}
_inputRotateStart = (Input.GetKeyDown(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("RotateLeft"))
|| Input.GetKeyDown(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("RotateRight"))) && !Input.GetMouseButton(1);
// Strafe input
_inputStrafe = 0;
if (Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("StrafeLeft")) && Input.GetMouseButton(1)) {
_inputStrafe -= 1.0f;
}
if (Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("StrafeRight")) && Input.GetMouseButton(1)) {
_inputStrafe += 1.0f;
}
_inputStrafeStart = (Input.GetKeyDown(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("StrafeLeft"))
|| Input.GetKeyDown(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("StrafeRight"))) && Input.GetMouseButton(1);```
Oh, I see. Without the right mouse button Character should run sides, not rotate sides, right? That's probably a little bug on the integration indeed
I added those action keys per the documentation of the README. Rotate Left Right are A/D indeed, however Strafe left and right are Q/E (should be the same as EllenMMO Demo).
No, with just A/D pressed and no mouse button, character should rotate and not run. Only with right mouse button held it should run. But I should be able to adapt that from your script (checking for rotate button and mouse button clicked but running left/right as an output instead)
I think the only thing missing might be having action keys active and then the running/walking with both mouse buttons clicked. I will test later at home. But I assume checking for both buttons should result in running no problem. Just not sure if the camera will rotate accordingly. For example if camera is facing the character from the front, clicking both mouse buttons should make the character turn 180 degrees and keep running in camera direction
I see! Well, all the behaviors can be adjusted in RPGControllerIntegration.csand RPGBuilderIntegration.cs files. For example, in my case, I don't want to run when both mouse buttons are pressed, but I want to start aiming on RMB. So I'm doing if (Input.GetMouseButtonDown(1)) { SetCameraAiming(true); _rpgMotor.AlignWithCameraDirection(); } if (Input.GetMouseButtonUp(1)) { SetCameraAiming(false); };
on update() in RpgBuilderIntegration.cs
Thanks a lot, that AlignWithCameraDirection could be helpful for me!
I will play around with it later. For me the exact 1:1 behavior from the EllenMMO Demo is absolutely perfect, so I want to replicate that, but of course also want to keep the RPGB Key setting functionality in the menu.
I will report when I got it working π Highly appreciated
Seem to have it working mostly how I wanted it to, unless I find some errors during testing, but thanks a lot!
float inputVerticalMovement = 0;
if (Input.GetKey(RPGBuilderUtilities.GetCurrentKeyByActionKeyName("MoveForward")) || (Input.GetMouseButton(0) && Input.GetMouseButton(1)))
{
inputVerticalMovement += 1.0f;
}```
```if (Input.GetMouseButtonDown(1)) {
_rpgMotor.AlignWithCameraDirection();
}```
And then your two blocks of code put me in the right direction π
@wraith iron Hi John!
please i am using ARPG controller with RPG Builder and when i press "middle" mouse button i should see the Cursor, but instead of it my camera zooms into the center of my character? kinda like that and i dont see any cursor.
I see it tho if i press ESC or Inventory = then inputs are deactivated and i can move cursor freely.
But sometimes i would like to use it even without inventory open.
Am i doing something wrong? Thank you for your reply
I'm not John, but since he is a rare guest here I would advise you to dig it up by yourself (and with the help of the community ofc) rather than expect to get an answer soon.
First of all, don't expect this controller/camera to behave as the original RPGB controller. I mean, the statement "I should see a Cursor" - is a mistake. You should not. That's not how the John's controller works. It uses different keys and different logic. If you want to use John's controller first of all you should become familiar with how it works natively, outside of the RPGB. Play with a demoscene, get used to it, and how it works.
Then you could start the integration process. If you do everything according to the docs - it will work out of the box. And if you want to set up it differently - all the behaviors can be adjusted in RPGControllerIntegration.cs and RPGBuilderIntegration.cs files.
Yea okey, but when you check the integration video... you can see the cursor. So i suppose it is infact a part of integration.
I am using it for a while actually and this is just a small problem, since you can still fully operate with inventory open. But in the Johns video, you can see him use the mouse cursor prior opening any GUI
Neverless to say, 3PO is also using it (the mmorpg one - i am using arpg) and hes seeying cursor normally
So i suppose its just some settings which i have missunderestood
- There is no information about cursor in the documentation
Oh, I see! That's the answer. MMO controller allows you to see the cursor all the time except the time you're aiming. And ARPG controller show you cursor only when you open the UI
Cos MMO in general expects you to click on a lot of icons and intesively use the mouse in general. While ARPG was built more like a "gamepad" in mind when you sync camera movement with gamepad/mouse all the time and only switch to UI for a short period of time
In RPGBuilderIntegration.cs you can find public override void SetCameraAiming(bool isAiming).
It clearly shows how exactly the cursor and camera behavior is switched from one mode to another. Like this part _rpgMotor.AlignWithCameraDirection(); _rpgCamera.AlwaysActivateOrbiting = true; _rpgCamera.CursorBehaviorOrbiting = CursorBehavior.Stay; Cursor.lockState = CursorLockMode.Locked; _rpgCamera.HideCursor = CursorHiding.Always; Cursor.visible = false;
thank you bro! i will try to tinker this and let you know (in 8 hours)
Hi @muted prism. I think you are referring to the ARPG Motor, right? This should normally be accomplished via the "RotationSpeed", but it seems like it is bugged since the last update. I have noted it down and will fix it asap. Thanks for reporting!
there is a animation state "Standard Movement" inside the animator which has all movement animations. Forward is used whenever the character moves forward (regardless of a previously performed rotation). The others are only used when strafing as otherwise, the character would rotate into the input direction
Hi @fossil spruce, yes, this is definitely possible. Check out the RPGPlayerExample script in the demo scene that implements interface IPlayer. It provides the toggles for influencing the motor/movement
Hi @ebon sequoia, this is odd. Not sure what went wrong with the setup here. If you still need assistance, please send me a minimal project (or just the prefab if it already reproduces the issue) so that I can have a closer look. If this is not possible, of course screenshots and a video of the character game object setup would be good
Hi @signal cedar, there is an input action inside RPGInputAction which is called "Toggle Menu Cursor". Bind it to whatever key you like to show the cursor by disabling all movement input at the same time
exactly, but you can tweak both motors to have similar behavior by just checking/unchecking some parameters in the inspector. Since v6.0, there is no longer a differentiation between MMO and ARPG camera. You can mix both as much as you like.
Thanks a lot, @midnight notch, for helping me out here
There is currently much going on in my work and private life and therefore Unity has gotten a lesser priority for me. Nevertheless, I try to look into Discord as much as I can. Besides, I am always reachable via email. Even though it might not be the most convenient way for you, for me it currently is ;(
Keep up the good work, everyone! πͺ
@wraith iron hi john m still using old controllers, found a interesting bug when shapshifted and i have added persistence to the effect, if i left the game the RPG camera resets all settings to 0 0 0 and i only see the ground and if i shape shift back it will not fix the problem the RPG Camera MMO Script still will be broken
also i am not planing on updating this project to your new version of controllers will break a lot of stuff for me, so if you have the fix for this, and the other thing about ability animations not triggering underwater if using triggers on the parameters, can you pls post that fix in here that would be helping me a lot πͺ π₯
again no rush
The best you can do is probably install the new controller version in a clean rpgb project. Then you can slowly, one by one inspect problematic places and port fixes from the working controller to your project.
Unfortunately I doubt it could work well, because a lot of logic was updated in the controller and fixes canβt be ported easily from the new one to old one π₯²
π
I will wait till his responds is the best way, i have no rush π
if m correct he mite know what line needs to be added to fixed this 2 issue M hawing pretty fast, no need for me sitting hours there trying to port from the new controllers and see what did change, even if i was a master coders this will be a hard task witch we all know i don't code at all π
so that will not happen cos i dont know how to do that at all
Hey John, sorry for the late reply, took another long break. I just needed to adjust the charcter hight setting in the controller settings to match the smaller model and that did the trick!
https://www.youtube.com/watch?v=QUJ5fADprRg&ab_channel=JohnStairs
Doesn't this answer everything?
This video goes through the initial setup of my βRPG Cameras & Controllersβ asset from Unityβs 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...
A & D do not strafe?
Q & E also doesn't work despite it being setup?
settings in game seem right too. using unity 2022.3.10f1 not seeing any reason why this shouldn't work
i'm using the standard integration of HumanMaleMMO
the ARPG version works. so now i know it specifically has to do with the MMO controller only
Discussed it bit earlier starting from this message #1008698695656689788 message
to give a visual for anyone else who wants to do this. Just change these 2 to StrafeRight/StrafeLeft. MoveRight/MoveLeft will not work:
makes it much more cut and dry
Blink->RPG Builder->Settings->General
I wish it was possible to convert all of these to Ints somehow instead of string registrations for performance. This is a lot slower route?
or does this code use int in the end for that performance? like 13 & 14 instead of StrafeRight & StrafeLeft for example.
I would assume it will end up hashed in the end. But even if it's not - that difference between int and string performance will be your least problem with overall Unity's performance π
thanks! that helped a lot :))
hi there! i was wondering if this addon has native gamepad support?
anyone have issue with the water/swimming detection? seems to sometimes bug when using a higher movement speed and a few game objects set as water
Hi, Is there a tutorial to integrate this asset into RPGB?
There is let me see if I can find it for you
This video goes through the initial setup of my βRPG Cameras & Controllersβ asset from Unityβs 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...
There you go! Just follow the instructions and you're all set.
Hi I have a question did anybody of you updated from the old controller to the new one, if yes did it go smooth or did stuff break and how big is the damage can it be fix, PS only asking if updated on a existing project not fresh π
pls let me know TY
I think you just need to copy the script from HumanMaleARPG(John control) to your old character prefabs? and delete the old script in your old character prefabs?
yes i know that, m asking if i update from old controller to new version this is a different controller reworked will it break they old system a lot and how big is the damage
i know how to update to a existing that is not the problem, my question is i am still on the old version controller before he decided to rework the hole thing
π
oh, then i dont know. You can backup your project and try it?π€£
yes i get that i was trying to avoid that part by asking in here π , but you are right it looks like i have to do that the hard way π
@wraith iron Hi, i see you post a new update to the new controllers, i have a question i am still using the old controllers you provided is there any way you can fix the old controllers, because this is kind of a problem for my project the old controllers still has bugs now you fix thews bugs in the new controllers but not in the old one see i cant update to the new one, like you explained it will break the old controllers so any clue how we going to fix this problem pls let me know
Hey @odd token, what exactly do you mean with "break the old controllers"? The only thing that changed is how the new input system is integrated (via PlayerInput component instead of RPGInputManager). If you don't use Unity's new input system, nothing should have changed for you. If you use it, then you would need to migrate to the new integration - which really shouldn't be much of a deal. Therefore, could you please post more details on what exactly is breaking and where?
Like @signal jungle already wrote, I would try to import the update and roll back the changes if there is really no way to solve the conflicts (I am assuming you are having a proper version control in place)
hey @steel thicket, I hope you have found your answer already in the meantime in one of my documentations. But if not, here the short answer: Yes. My asset (standalone) uses Unity's current Input System that allows binding of different gamepad devices to the input actions I am shipping and using in my asset
hi @inner kraken, sorry for the late reply! Without much more information on how this happens, it is hard to judge. Nevertheless, I fixed an issue with water collision detection in my latest version 6.1, so you might want to check this out. Starting and stopping swimming is generally based on Unity's collision detection (OnTriggerEnter) and (OnTriggerExit). If one these is not working properly, swimming will break accordingly
yes hi john it dos look like the new update changed a lot of naming scripts, i have a custom script that is calling some of your scripts and now i get this errors any clue how to fix this
it cant find the motor anymore and the character mmo controllers script
so just to give more on to this i am using the old inputs, and everything broke all my characters are messed up
π
the updated def broke all the old prefab characters / project
YUP i can confirm its all messed up π
don't update new controllers on old projects it will def break it all, way to many changes happened
cant do anything the character animations do not work, cant zoom in the camera and so on
anyway maybe i am setting it up wrong, but in my defence i did try out your mmo character same happens i cant control him at all just like this one showing in the video so that is not the problem
@wraith iron is there any way you can just provide me with one bug fix on the old controllers it's working great for me except that one bug where the trigger parameters don't trigger animations under water or in water, that would save me a lot of problems, as you can see i try the update but that new controller update has huge changes and def breaks the old controllers completely i have way to many character to redo them from scratch, so maybe you just have a quick fix for that trigger animations parameter in water i am way to happy with the old controllers minus that parameter trigger ability animations bug not working if in water, Hope this make any sense at all π my point is the new controller def break's old projects even if i don't use new inputs
Flawless update! No problems at all for me! Thank you
you mean, update from the old controllers to the new one nothing broke for you ?
yea pretty much! only cursor disapeared but that might be some miss settings
that is strange for me all my character prefabs broke , question what controllers did you use the Arpg or the MMORpg
arpg
a made copies before the update of the original prefab, so i can easily add what missing
only one thing was missing pretty much "Player Input.cs"
Added that / changes few animations which got overriten
edited an animation controller a bit(added my custom animation back in)
not much work rly. Now i just cannot acces cursor for some reason
but everything else is working
aha i am using mmorpg controllers
@wraith ironCould you please make a defined ToggleMenuCursor button for the integration in the future updates? So we can change the inputs in the menu for it π
I tried to do it myself, but seems a bit harder
oh yeah, sure, I have noted it down. Shouldn't be that difficult to implement it yourself, however. Just do the same as for the other inputs. There is a pattern :)
Hey, on which version of the asset are you running? This is from way before v6.x. But the only thing you would have to adjust are the namespaces. They follow the new folder structure and are simpler as some scripts no longer dinstinguish between MMO or ARPG. Only for the motor, there are two different, more specialized scripts available. RPGController and RPGCamera no longer have dedicated MMO or ARPG styles
^ namespace here is JohnStairs.RCC.Character.Motor
For the camera stuff, it is JohnStairs.RCC.Character.Cam
But a working IDE should give you suggestions on which namespaces to import for missing types
sorry i don't follow on which version of the asset are you running, if you talking about RPGBuilders i am still on 2.0.6 cant update to the last versions way to many bugs also i made way to many custom changes, if you are talking about your controllers the last update or you mean unity version i am on 2022
I meant the version you were using before updating to v6. Sorry, should have been more precise here. Have you tried what I was suggesting? Should not be a big deal to adjust the class names where "MMO" or "ARPG" was removed. If there is a variable or method which cannot be found in the new script, I am happy to assist. But should not be much as well
Hey @signal cedar, having a look into it and thinking about it again, I remembered that I have left out the integration of the ToggleMenuCursor input on purpose. I instead connected it to the RPGBuilder UI menu/panel functionality, i.e. whenever a UI element is opened, the menu cursor is automatically enabled and disabled again once all panels are closed again. Therefore, my only recommendation would be to unbind the action "Toggle Menu Cursor" so that there is no interference between the two.
Thanks for bringing this up. I will mention this as well in the integration README!
it was the last version before big change
Could someone help me out with getting the Animator working properly for my character?
I'm using the John Stairs controller and although I followed the video, I might have missed something because the character is not animating at all, not even Idle.
I've tried with the basic animator controller that the John Stairs package comes with and creating an animator override controller(and assigned the movement animation overrides)
I set the Player on the "Player" layer.
Inside the RPGBuilder window, I don't have dynamic animator selected, but when trying it with the box selected, I did drag in the override controller.
When I run the game, in the Animator window, the parameters LocalMovement are updating and the "Grounded" boolean is checked.
Not sure what else to check. I did this with another character quite a long time ago and it worked, but I'm starting over and I can't get it this time
Upon further investigation, it's happening when I move the Meshes and Armature from my character onto the "HumanMaleMMO" prefab.
try replacing the animator controllers from your custom character
you probable switched the character but not the correct animator controllers and avatar
I'm using the "CharacterIntegrated" animator controller that came with the Controller package. I'm using the avatar that came with the model. I selected one of the meshes and that lead me to the folder with the avatar in it.
yes i understand but you explain that you are using your own custom character, you cant move any character with other mesh or other avatars it must be all from one and the same characters
you cant just share other stuff from other characters
Good evening, this system has full dodge for all directions, right, left, back, front and I would also like to know if this asset has target lock.
Today, what I miss most in the RPGB native system are those mentioned.
yes you can dodge to each direction when holding its key and dodge button - you can setup even different animations i bealive
also there is target system - which works on targeting enemy collider capsulle i bealive - i have changed the code to target any enemy with certain layer
after the lock you always run towards the targeted enemy
but the code doesnt have any indicators for this
so you have to change it a bit
OK, today I want to implement in my combat 2 things soft lock on target and Rolling
In this video we're using Game Creator 2 in order to setup a simple character lock-on system.
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dos anybody know how to fix the animations problem where trigger parameter animations do not get triggered in the water only bools work pls help
i am making a fishing animation and i need it to be a trigger but its not working if i stand in water collider only bools trigger the animations
and not the trigger parameter
By any chance does anyone know how to make it stop locking the player movement when you open a screen such as inventory or such? I'm using RPG Cameras & Controller. It's been bugging me. Before they did the update, there was a toggle button that I had found. I cannot seem to find it after the update had taken hold. I'm digging through the scripts now to try and locate it as it may have been overlooked during the update patch.
I believe it can be found in RPGControllerIntegration.cs or RPGBuilderIntegration.cs files. It was a check "if UI open - stop controller" or something like that
Found the spot where it somewhat pertains to it. If i remark this out .. it does allow me to move with the window panels open but it fully disables the mouse unfortunately. I'll have to dive deeper.. this is driving me nuts.. Before a patch or 5.. it used to have a toggle within the script that would enable or disable it.. and now it's been removed.
Hello, I found a small issue. When I lock onto a target and then press ToggleAutorunning to move forward automatically, the player automatically moves toward the target position. When the distance between the player and the target is 0.1, it causes the camera to continuously rotate (because the movement doesn't stop). Here, I added code to check if the target is too close to the player and stop moving if it is. I hope this can be updated or if there's a better solution.
RPGMotorMMO.cs and RPGMotorARPG
if (Vector3.Distance(GetTargetPosition(), transform.position) <= 0.3f) ToggleAutorunning(false);
Here, I tested and found that a distance of 0.3 works better for the target and player distance. In the screenshot, it shows 0.1, but you can freely adjust it.
Result.
@white pawn just reached level 3!
Hi i found an issue. When using ARPGCamera and player "slides" to the water - he remains stuck in "fall" animation even in water - you can swim, but you are stuck in that animation
Does anybody know how to fix that?
Jumping or walking to the water works normally π
Put this into your RPGMotor.cs after line 636 (after the fixedupdate method) To fix the sliding --> swimming issue with animator
void Update() {
// PΕedpoklΓ‘dΓ‘m, ΕΎe IsSwimming je metoda, kterΓ‘ vracΓ true, kdyΕΎ je postava ve vodΔ
bool isInWater = IsSwimming();
if (isInWater) {
// PΕepnutΓ animΓ‘toru na plavΓ‘nΓ
_animator.SetBool("Swimming", true);
// ZastavenΓ animace slidovΓ‘nΓ
_animator.SetBool("Sliding", false);
} else {
_animator.SetBool("Swimming", false);
}
}
Hi,
I just updated the controller and I get the following error.
Assets\RPG Cameras & Controllers\Scripts\Character\Motor\RPGController.cs(350,37): error CS1061: 'PlayerInput' does not contain a definition for 'actions' and no accessible extension method 'actions' accepting a first argument of type 'PlayerInput' could be found (are you missing a using directive or an assembly reference?)
could you please help me?
~~Hi. thank you @white pawn but itΒ΄s still not fully clear. Could you please elaborate?~~understood! thank you
I found that the code for judging player movement is in the RPGBuilder controller, and John Stairs' controller is not affected, which allows the player to move and cast spells without being interrupted while mining or gathering.
hey cool is this a fix to that problem
No, the code still needs to be modified. It doesn't account for handling interactions and movement here, hoping to fix it.π
@wraith iron hi john i have a question why dos the run speed and strafe speed get reset when i start the game, for some reason if i change any number it will always go back to 8 in play mode any clue why ?
i even tryd adding the script again same happens dos not change no matter what i do it will go back to 8 ruining speed and 8 strafing speed ?
anyway let me know what i mite be doing wrong
Hi @odd token, a quick reference search on RPGMotor.SetMovementSpeed yields the following result:
-> the movement speed is controlled by RPGBuilder
i know, but why is it controlling the strafe 2, can that be a separate movement so if i set the RPGBuilder move speed it will also set it the same number for my strafing, i remember this beaning dif before, i was able to set move speed and strafe speed separate ? π€
@wraith iron just reached level 4!
I don't remember if it was any different in the past. I have set it like this because diagonal movement speed is calculated based on strafe and run speed. Therefore, I set both so that movement speeds are consistent. If you need it differently, just override the method
cool how would i do that
i need strafe to be smaller or bigger
where can i make this change
O keep in mind i am still on old version of your controllers old old
...inside the method that is called:
RPGMotor.SetMovementSpeed
Or you write a new class and override this method
i would not know how to do that my self a new class override this method π
so i will just chanage it in the RPGMotor.SetMovementSpeed
ok thanks for the replay, now that you are here i asked you couple time a question about the trigger method on animations not playing if i am in water but you ether missed it or ignored it π, where can i fix this problem in the script so i can trigger animations if in water now only ability is being triggered not the animations
it should be easy to find it out via Google π
look for how the _animator variable is called inside the RPGMotor scripts
keep in mind i am not a coder
i dont have any clue how to do any of this stuff
I didn't miss it but I haven't had a time to look into my own code since some months :(
yes, and I am not responsible for teaching you how to program
no you are not that is true thanks anyway
i will try see if i can fix your bugs π€£
I am also not responsible for fixing bugs in older versions of my asset, as they are no longer supported π€·ββοΈ
WOW
sorry for asking help
i will not bother you anymore
thnaks anyway
don't get me wrong. But what you are asking is just out of scope of support
like i sad no harm don, i know you dont own me anything, and i understand you dont have time to help, its just that you undated the product to new version witch destroys my project and i cant update to the new controllers so i get it you not willing to help make perfect sense, the controller version i am on works perfect except that one or 2 small problems the strafe speed and the trigger parameter not triggering animation in water, no biggy i can manage with those 2 bugs who care, like i sad thanks anyway no harm don π π
ok i fix it i mean ChatGPT did
so if anybody is still on the old controller version this are the steps to have run and strafe speed act like they are superposed to act separate
one more fix
this will give you the option to have the strafe speed be separate like its added in the script but actually did nothing if run speed was set to 8 or any number it will also set strafing same number
this will make it possible to make strafing not be tight to run numbers
witch is actually stupid if you ask me why give me the option if i can't use it ? but anyway its fixed now
so if anybody is on the old controller and haz this problem well there you go a fix π
thank God for ChatGPT π€£
we dont need you tool developers π π, I just kid of course we do π
if anybody is interested to have the knock back work like in World of Warcraft when you get knock back or knock down i have the code update it works perfect, they way it works you cant move for a sec if you get knocked back or down so the controller gets disabled
and enabled again so it works amazing like a real knock back or knock down it makes you stop for a sec or 2 you can adjust in the code what is the best for you but it works like in WOW
there if anybody is interested
Is this asset possible to use animations in Root Motion?
RPGB is built in a way that programmatically controls character position which is opposite to the root motion logic. Each frame RPGB control character position, speed, movement direction, etc and just play whatever animation you want in the desired spot. While βroot motionβ intended to actually inherit player position/behavior from animation. In simple words, no. You donβt want to use root motion
@wraith iron Hi man - Can this be part of the next update? or is there any solution already?
#rpgb-chat message
thank you for your work
Hey @signal cedar, is this a featurethat is supported with the default RPGBuilder character controller or something "completely" new (integration gap vs. independent development)? Could you please provide me more information on what exactly is needed? Upper body aiming animation that follows the cursor on movement? I am unfortunately not that knowledgable in this area
@wraith iron Hello. i've installed/integrated the latest version of your 'RPG Camera & Controller' into the latest RPG Builder. although it is obvious that it is installed and working (easily tested with the double jump), it disables the ability to use the Toggle Mouse Cursor Hotkey..
Hello @feral rivet, yes, this is correct. The menu cursor functionality is integrated with RPG Builder UI logic. It would not make sense otherwise as both functionalities need to be in sync to not interfere with each other. The connection can be found inside method RPGBuilderIntegration.GameUIPanelAction which overrides a method inherited by RPG Builder's RPGBCharacterControllerEssentials
do you have instructions for re-enabling this essential function then? or are you saying it is a matter of a switch? I have not gone looking yet. just turned on the computer for the day
Hi. Yes it is not a default RPGB feature. More like an update to your addon itself.
I was thinking of hands following the cursor like in the FPS games when aim mod is active.
Since now it looks real weird when in aim mode you aim to the sky or to the ground, but the character is still looking forward basically and hands are not moving in the direction of the cursor
I partially solved it with my custom script, but native support would be awesome if you would be up to it of course
Usecase: Weapons FPS aiming, more natural spell and hit aiming etc
Hey, just check out the mentioned method. It is quite simple and straightforward.
aaah, okay. Now I understand what you meant. Yes, that's true, having a static aim animation when aiming via the cursor looks a bit weird, I can imagine. However, this is currently not planned as my controller does not support a native aim mode. Nevertheless, I am glad you managed to find a solution yourself! I would not even know how this could be accomplished.
Okey no worries. Thank you for an anwer π
The custom script is probably very dumb solution but it basically takes the bones of the hands while aim mod is active and positions them to the cursor with some weight variables and offset sliders. The left hand basically just piggy backs the right hand.
In the most cases its is "okey" solution. But sometimes it can do weird stuff like aiming hands behind your back
doesnt look that good π but its better then just standing still waiting for the trigger animation for the ability
@wraith iron Hi. IΒ΄m using ARPG with integration for RPGBuilder and I canΒ΄t find "left alt" key binding, it change movement, character start running to the opposite direction. It is not in RpgInputActions or input manager. Do you know where I can find it ?
Hi @hexed wave, I am sorry, but could you please explain (or show) me what you mean? These things that you describe happen while you press or hold "left alt" but you don't know where the behavior is coming from? And you assume it has to do with my asset?
Hi, if you press ,,left alt,, key it change movement direction of the player. It must be somewhere in RpgBuilder integration provided by your asset, because rpgb don't contain this function and your play demo also
@wraith iron It is left alt key. I hope the voice is okay
It is just RPGBuilder, RPG camera (ARPG) with integration and I replace animator with one your provided in your integration
@wraith iron I use last updates
Do you have your inputs set to both? In player settings?
It should be both by default in Unity6. I remember when I followed integration guide all input settings was already applied.
@wraith iron π₯Ί Problem was caused by Target lock system. This system donΒ΄t work at all on fresh installation and the bigger problem it is hard coded in script (RPGBuilderIntegration.cs, 374 row). I recommend you to fix the system or at least put the if input statement in to comment.
Hey @hexed wave, sorry for the late reply. I had a really rough time in the last months and this channel feels a bit unhandy for me. However, I am really glad you found the issue yourself. You are right that the solution is not nice, especially if you are not familiar with my asset. I have implemented it that way initially to stay in line with the default controls and a request by some other RPG Builder user. Nevertheless, I will definitely revise the code again in the future. I really appreciate your feedback - thank you.
I understand. I wish you all the best
@wraith iron Curious, are you planning on an integration package for the new Spark system?
hey, I am unfortunately far behind of what I had originally planned. But if there is enough interest, I can write an integration, yes
Seconding interest. Spark does come with a nice controller, but yours has additional functionality like swimming that's pretty cool. Considering that Spark has a very similar controller and the framework is more modular, I could imagine that the integration is simpler than what RPGB was π
I am working on a new major version of my asset which I started completely from scratch with focus on a much better architecture. So before I write a new integration, I would like to finish this version first. And possibly publish a general "Blink integration" for RPGB and Spark as an additional add-on to my asset
That makes total sense, fully understood. Do you plan to bring any new features with this new major version on top of the improved architecture?
@everyone I would appreciate your vote
not with its first release. However, the new architecture will bring more benefits in the area of extensibility and customization, meaning that I will be able to put out more stuff in shorter time in the future hopefully