Installed it through your github since it is now the only way, but am facing so many errors that I'm not even sure if it's supported anymore.
@RexSmithII6 күн бұрын
Great videos, Any one familiar with the animation rigging asset? I have a game with multiple weapons and was using the the 2 bone constraint and the multi parent constraint for just the reload animation. Looks like in the rig builder component I need to a simple deactivation of that rig to not influence all my tpv animations. What kind of script is best for this? The animation rigging package uses jobs( I don’t know what that means) so curious if there is a certain way I have to turn off my constraints or just deactivate it from the rig builder when not in the reload state. Thank you
@ryderprogram7 күн бұрын
The link no longer works, could you please fix it? Thanks in advance.
@ejo19969 күн бұрын
congratulations on breaking the geneva convention (the red cross and other red aid symbols are ONLY to be used to mark aid vehicles in war zones)
@Bibibia10 күн бұрын
Adobe XD is currently in maintenance so I can’t seem to access it, do you have experience with any alternative applications that you could recommend?
@syntaxed214 күн бұрын
Chase & Die at the same time sounds like a normal day to me!
@Bushido_Cat15 күн бұрын
In order to remove camera shaking, hand and weapon trembling. 1. everything that rotates must be called in LateUpdate. 2. all movements related to physics, for example: collider, Rigidbody, Raycast, must be called in FixedUpdate. 3. all other operations can be in Update. 4. you need to create a script for a single entry point, where the only working functions Update, LateUpdate and FixedUpdate will be written and there set the order of calls for all Update functions that process logic from other scripts, camera rotation, character, animation and ray movements. changed - it is also very important when using Rigidbody to move a character, you cannot use Transform to rotate a character, but you need to do it through Rigidbody and set Interpolate in the component itself for smooth movement and rotation. Functions that process IK must be called in FixedUpdate. Also, if there are different shot effects, it is also advisable to call them in a single entry point and set the order of calls. And it is important to apply interpolation to all object transformations and tracking, Raycast point movement.
@CorruptedPictures17 күн бұрын
Amazing! This worked incredibly smooth with my test character. Thank you very much!
@Pandora2Pan22 күн бұрын
some may say this is outdated since it was made in 2.9.. nope still works~ I'm using 4.2 btw~ you can follow this since it only use constraints to make your spine rig~
@BRIANROSER27 күн бұрын
My "aim up" stops at the center. There must be something I did wrong but I followed every step. The Y axis movement just stops at a certain point while Im still aiming towards the ground. When I move it completey down the camera is above the player and points downwards....
@ReenoMoonАй бұрын
so whats the bone sticking out the back do now?
@NonExistingCharacterАй бұрын
while deleting everything from the animation by rifle or pistol stopped using the multi postion and aim constraint . Now the animation works fine but the weapon does not show animation or aims when moved around
@witnnileUnityАй бұрын
hello dude, ım living same problem in 3.36 and ı set kinematic to bodyparts. Not same but colliders already moving to far away slowly from the their centers. What can ı do?
@megascanАй бұрын
Thanks bro! Very informative and useful even 4 years later!
@168games-i6pАй бұрын
Mate I can't join youe discord
@jamesbland5082Ай бұрын
If anyone was having problems with the delete key not deleting the node / not generating a graph view changed event a solution which worked for me was: in the PopulateView method of the behaviour tree view, after subscribing to the graphViewChanged event set base.focusable to true so it should look a little something like this: public void PopulateView(BehaviourTree tree) { this.tree = tree; graphViewChanged -= OnGraphViewChanged; DeleteElements(graphElements); graphViewChanged += OnGraphViewChanged; base.focusable = true; tree.Nodes.ForEach(this.CreateNodeView); } i havent finished the tut yet so this may not be the complete code for the method it just shows you where i set base.focusable Hope this helps someone 🫡
@knightoftheblood18412 ай бұрын
Thank you. I thought IK was really hard. I never tried it before because I was intimidated by people saying it’s difficult. Turns out it’s really easy with the Animation Rigging package.
@TheKiwiCoderАй бұрын
Yes! The words make it sound complex
@lucadezerterpl32152 ай бұрын
I don't have IMGUIcontainer in my containers list. Is anything i can do about it? like trick with splitview for example. I'm using Unity 2022.3.10f1
@nekobussensei-classroom2 ай бұрын
I followed this tutorial in 2024 with Unity 6000. It works like a charm. Very clear and easy to follow. Thanks : )
@WangShuo-p9x2 ай бұрын
谢谢您的教程😁
@daveyyyyyyy2 ай бұрын
Hint makes the two arms so glitchy when walking, how to fix that?
@IsraelThomas-fv3od2 ай бұрын
4:20
@kakkakaaew39112 ай бұрын
I follow the step but I can’t move can u tell me why😢 i really need your help
@programmer2AG2 ай бұрын
15:41 hole up wait a minute, how does that automatically activate the emission and increase the intensity you only assigned the color right? how does that work?
@karonuva2 ай бұрын
Is there any functional difference between having the hip bone connected to the spine + rotation controller vs just having a single offset hip bone with the hip bone head sharing the same space as the spine bone's head?
@u-lo-l2 ай бұрын
Could not resolve 'mixamorig:Hips/mixamorig:Spine/mixamorig:Spine1/mixamorig:Spine2/mixamorig:RightShoulder/mixamorig:RightArm' because the avatar is invalid. Please assign a valid Avatar or create one with AvatarBuilder.
@thegames70382 ай бұрын
Cool, really helpful
@IveNeverStoodUp2 ай бұрын
this video is literally perfect in every way. it's so simple and is exactly what I needed and is presented by someone who speaks English well so of course it was nowhere to be found when I was looking for it and only appeared a month after I'd figured it out. If you look up, "IK tutorial blender" or "blender foot roll" on youtube it is just meme influencer "content creator" videos and a royal skies video that inexplicably does not work. this is the one.
@lordalfred2 ай бұрын
I have a problem when I use aply force on a ragdoll it moves out of enemy transform and when I come close to the ragdoll it doesn't render it. Any advices?
@TheKiwiCoder2 ай бұрын
It’s getting culled from the view frustrum based on the renderer bounds
@CrimsonTunes-kj1rt2 ай бұрын
Important Note: For people attaching "Weapon Pivot" to your gun. Make sure your Tool Handle Position is on "Pivot" not "Center." I spent hours trying to figure out why when I parented my weapon the transform wen to the center instead of where I put the pivot point at. - Located on top left next to "Local" or "Global" depends on which is selected.
@СашаПетров-н9г2 ай бұрын
сенкю бро
@LONEWOLF-nf8fn2 ай бұрын
im having an issue where after equipping my weapon there are too many instances of bullet even after setting the fire rate to 0, idk how to fix it, it just spawns wayy too many bullets after shooting
@LONEWOLF-nf8fn3 ай бұрын
Hello @TheKiwiCoder Im having an issue at destroying the bullet once i shoot it for some reason it is not working and in the hierarchy shows me that the bullets i shot are settled at the hit position, tried to follow along the process aagain but failled to, please provide me some guidance, Also when i fire there are two instances of the tracers, best regards, Lonewolf.
@UnityScrapesfordimes3 ай бұрын
send your code
@florian3673 ай бұрын
GREAT ! One of the best tutorial I needed :)
@Baelfyr3 ай бұрын
I'm having a problem that I can't seem to find a solution to. The weapon is equipping just fine, and the handIK is all correct, however, when the player equips the weapon after running over the sphere, bullets are not spawning when shooting. I still get the muzzle flash, but bullets aren't spawning and its not shooting. Even when i equip the prefab to the player, it now wont shoot bullets. :S Not sure what is going on, i can't for the life of me figure out why it wont shoot. The scripts are all still there. **EDIT** I think I found the reason why. I accidently changed the function name in the ActiveWeapon script, instead of calling the UpdateBullets function, I changed it to UpdateFiring like TheKiwiCoder has in his script, but, this wasn't what mine was called, so i changed it back to UpdateBullets, and it is shooting again. although its only single fire, so i need to fix that too. **UPDATE EDIT** Turns out this was incorrect, it was meant to be UpdateFiring, so now im really confused and not sure why its not working. Need to go back and have a look at all the previous scripts! **FINAL EDIT** Turns out I accidently deleted the UpdateBullets function call when transferring the if statement over from the RaycastWeapon into the new script...
@TheKiwiCoder3 ай бұрын
Glad you sorted it 😅
@Baelfyr3 ай бұрын
If anyone is having trouble with the particle's on the MetalImpacts, if it is showing a white square, you need to go into the HitEffect, then into the Dust, under the Dust Inspector, scroll down to the DustPuffParticle (Material) and change it from "Universal Render Pipeline/Particles/Lit" to "Universal Render Pipeline/Particles/Unlit". If you do the same with the decal, it will help it as well. The Sparks should already be unlit.
@foxrunner15703 ай бұрын
i purchased your patreon membership, i want the script where can i find it?
@TheKiwiCoder3 ай бұрын
They’re attached to each of the video posts
@foxrunner15703 ай бұрын
3 years ago
@RadiantYi3 ай бұрын
我是2022.3.34版本。在Edit里甚至没有Render Pipline。按照Unity文档里的方法先在Assets里创建了新的 URP Asset并导入进了Project Sectting里的Graphics里的Scriotable Render Pipeline Ssttings。奇怪的是WeaponEffect正常了,但是我之前的所有场景都粉了,这我找不到解决办法。最后我只是单纯的把WeaponEffect的渲染方式改成了Particles/Stacndard Surface,以解燃眉之急。各位有什么好办法吗?"I'm using version 2022.3.34. In the Edit menu, there's not even a Render Pipeline option. According to the Unity documentation, I first created a new URP Asset in the Assets folder and assigned it to the Scriptable Render Pipeline Settings in the Graphics section of Project Settings. Strangely, the WeaponEffect works fine, but all my previous scenes turned pink, and I can't find a solution for that. In the end, I just temporarily changed the WeaponEffect's shader to Particles/Standard Surface to resolve the immediate issue. Does anyone have a better solution?"
@foxrunner15703 ай бұрын
i put weapon in skeletol hierarchy and it starts flipping out
@hldfgjsjbd3 ай бұрын
Also, can you please fix the link?
@ryderprogram7 күн бұрын
Scroll to the bottom for the unity package. I haven't tested it though.
@hldfgjsjbd3 ай бұрын
We still believe in next video
@SCOTTINPYOHONG3 ай бұрын
This method seems to work fine, but it will produce completely different results when the animation pose changes, because the arm is not moving.
@Froxty004 ай бұрын
love the content it helped me out a lot keep it up
@53_harshkamble364 ай бұрын
is the project a built in render pipeline or an urp ,hdrp
@AtmosMr4 ай бұрын
Ok dude. I followed the watched the two previous videos and I understood bout 0.01% of what was going on. But I sort of get it. I've downloaded the package (thanks very much for that). Are there any tutorial videos hidden or planned that I can use to help set up my first tree or am I going to have to hack my way through and create a monstrosity by myself? I know I need a tree for my project. Ah, f*** it. I'll just get going.
@HongXia-o6l4 ай бұрын
真棒!
@FAMILYNDIAYE4 ай бұрын
very useful thanks!
@azizcanyalcin4 ай бұрын
"I don't agree with you that root nodes have quiet lives. I think it's the action nodes that have a more peaceful existence 😁
@TheKiwiCoder4 ай бұрын
😅
@bigboy44324 ай бұрын
Nice tutorial i am interested in more stuff like these