If you create that simple test case, you will see how strange the flashlight behaves. Turned the directional lights intensity to about 0.02. Rotated my directional light along the x axis so it was nighttime, I made my scene dark by doing two separate things (both have the same issue with the flashlight). I created a simple terrain (flat, with just grass), used the standard directional light that is created when a unity scene is created and added some trees to the terrain (from unity's sample assets).
I will be making some final changes and uploading the new update soon Here is a new version of the preview demo with complete animations (flashlight will be added): There were some last minute bugs that came up which pushed the end of August estimate back a bit, but they have been fixed. Hope that might give you some ideas.Īs far as progress on the next update, it is done for the most part. Then you can multiply the needed timers and delays by Time.timeScale, which will make them have the same durations at any Time.timeScale value. With the next version, all the animations have been updated to use Mecanim, which means you can select Unscaled Time as the Animator Update Mode, which is independent from Time.timeScale (speed of time). This would take some modification of the scripts, but it is possible. You could look at those objects as a base for your cars or trains. Hi witcher101, the demo scene includes a vertically traveling elevator and a horizontally traveling platform. Please let me know if you have any questions in the meantime.
I will probably make a video explaining how to do this once the new version is available. The Visible Body object uses legacy animations, but in the upcoming version, the visible body and third person model use Mecanim and the new script automates the creation of the visible body model for easier setup. In version 1.27, you'll need to look at the Visible Body object under the FPS Player object, which contains both the first person visible body, and the third person character model. Thanks, yes the infinite weapon dropping in third person has been fixed. The next update is mostly just about adding third person mode, as well as updating all the animation components from legacy animations, but you should be fine if you decide to stay with 1.27. Yes, there isn't any recoil in third person, but this could be added in a future version. Please let me know if you have any questions about this. You can try modifying the arrows to be bullets because their script already addresses this issue. Thanks Takahama, the increased jumping over low obstacles when sprinting happens because of the new stair climbing feature, but the settings can be adjusted if needed.įor the bullets passing through objects, this is probably happening because the bullet passes through the collider you're trying to hit between fixed updates.