Hello, i can't understand why my combatant gameobject can't receive a force when hit by an ability. I created a battle event for damage animation, such that when the combatant is hit, the combatant gameobject is given a force. So am trying to use Add force rigidbody node to move the target of the ability when hit by the ability, but the gameobject doesn't move. Below is my setting for the Add force rigidbody node
Rigidbody object
Object Actor
Actor Target
Force settings
Use 2D unchecked
Relative force unchecked
Limit time unchecked
Force
Value type value
Value x= 0, y= 0, z= -5000
Force mode force
Also note that my combatant gameobject has rigidbody component attached to it, and has is kinematic unchecked. Any suggestion will be appreciated
Also, if the rigidbody uses position contraints, it can't move :)
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What's the issue now?
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All I can tell you is that, if you want to add rigidbody forces to something, the rigidbody must be allowed to change the position (and/or rotation) of the game object.
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What you could try is disabling Character Controller, Setting Rigidbody to non Kinetic, Adding Force and after X time Enabling Character Controller and Kinetic.
Component name Rigidbody
Is static unchecked
Object Actor
Actor Target
Field name Is Kinematic
Is property unchecked
Field type Bool
Bool value unchecked
The Addforce Rigidbody node comes immediately after the Change fields node. I didn't enable Is Kinematic after the Addforce Rigidbody node, just for testing purpose, but nothing happens to the target Is Kinemtic field
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The name you see in the inspector of a component isn't what you should put into the field name setting. E.g. for Unity components, always check in the scripting API how the name of the field really is (like for rigidbody.isKinematic).
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