![]() ![]() ![]() rgrlee71 is right that any new weapon meshes that are added to the prefab need to be on layer 8, the Gun layer, so the scripts can identify them for positioning and animation. The easiest way is to duplicate an existing weapon parent object (MP5, Katana, M1911), located under the FPS Weapons object, then changing the name and making an entry for it in the WeaponOrder array of the PlayerWeapons.cs script. Here is a video that might help you with the process of adding new weapons. If the problem still persists, we'd suggest redownloading the asset from the Asset Store. Click to expand.No problem ShinfoK, we've been keeping our eye out for the misaligned meshes during runtime, but haven't seen any in the newest verison of Unity, so hopefully it's a mesh or LOD setup issue.įor the ladders on the shipping crates, when you mention the activate script not working, are you trying to make the ladders toggle-able? Or are you referring to the weapons activating and deactivating when climbing? The ladder trigger itself should be active since the start of the scene, but if the weapons are not activating properly after exiting the ladder, one of the prefabs might be misconfigured, and you might want to try importing the Realistic FPS Prefab into a new, empty project. ![]()
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