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**Versions (please complete the following information)**
- Unity Version: All versions but we're using 2018 LTS
- Most recent uSurvival and uRPG
- Are you using a fresh uSurvival version without…
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Hi again,
I am implementing collisions of multiple avatars individually controlled by CharacterController and a collided avatar bounces into the mid air above the ground sometimes. The avatar in th…
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### Godot version
v4.0.beta10.mono.official [d0398f62f]
### System information
Windows 10 Home, Intel(R) Core(TM) i5-4210H CPU @ 2.90GHz 2.90 GHz,
### Issue description
I want the Ri…
Vukbo updated
1 month ago
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Add support for physics rigidbody simulation and related functionality. With the BEPUv2 upgrade nearing completion, I'm updating this issue to better explain what will actually be coming with proper P…
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Hello,
Adding a bool on the PlayableCharacterModel animations to ignore the "Turn Forward While Doing Action" bool in the CharacterController (SHOOTER). So we can choose which actions (animations) …
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#28 がある程度終わったら実装ができます。やれるならまず機能だけでもいいかなと思います。画面遷移のアニメーションが必要かもしれないので、普通にシーンを変えて遷移しちゃダメだということは注意してください。
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When jumping, moving forward and looking down at the same time, the player's weapon behavior will clip into its own collider. Find out why this is happening and resolve.
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To replicate try loading this avatar:
http://oaktown.pl/golden_dragon_2/golden_dragon_crash.fbx
Crash with following message occurs:
```
[10/02 14:38:19] [DEBUG] [hifi.scriptengine] [controllerS…
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Create an example similar to
https://8thwall.8thwall.app/navigation-mesh/
using nipple and keyboard controls and respecting the navmesh to move an avatar with a third person view.
This is mainly re…
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public class TestAIPathfinding : MonoBehaviour
{
public Transform target;
public Transform targetObject; // The object to search for
public float viewDistance = 10f; // Distance within…
Befe1 updated
3 weeks ago