#Bad 1.7 Unitypackage?

1 messages · Page 1 of 1 (latest)

sharp berry
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I have the 1.7.0 package (GoGoLoco.v.1.7.0.zip) but it doesn't match the Tutorial, and remote poses aren't working even for GoAll. The Tutorial says there should be a GoLocoScaleNoAction controller that isn't present if using scaling.

The whole (Base) Poses substate machine is behind an IsLocal=True test so they aren't used remotely, and I don't see a remote-only version anywhere which is. There are some other places where options are locked behind IsLocal=True that don't seem to have remote equivalents either.

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I also seem to be missing blend trees. e.g., 'Crouch VR' is referenced in the VR Locomotion state machine, but there doesn't appear to be such in the package I have. Duh. Not a (separate) blend tree.

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You can use it on models you're selling, but keep the main icon in the menu. This locomotion prefab was created to improve the default controller. On top of that, you have multiple toggle to turn off legs movement or jump animation as example. You can cycle between multiple pose to simulate that you

pastel inlet
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IsLocal true since it send through the ik network. Local and remote see the same thing.

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Local do all the logic. Remote don't and only see the end result.

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Animation on or off. Remote see the same thing

sharp berry
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Interesting. So maybe that's a bug with the emulator.

pastel inlet
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Emulator won't emulate ik

sharp berry
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Well, then TIL. TY.

pastel inlet
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I don't use the emulator for gogo since it don't reflect reality

sharp berry
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This is the first time I've seen anything rely on that and not playing it remotely as well.

pastel inlet
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Gogo is all base around humanoid bone. And those are send through the network IK

sharp berry
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Yup. I was unaware of that it sent animation-based data remotely though, and as there's only one of me I try to thoroughly test in the emulator first.

pastel inlet
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Until the entire body tracking is animate. It send through the network ik

sharp berry
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Yeah, I'm reading the docs.