Hi! This is my first post over at the forums and I'm in need of some advice in order to set up ootii's character and camera controller.
First of all what's the best way to set the player up? Through a game event which spawns the player prefab on the first scene, or it being already spawned on said scene and just setting the combatant as player through the event?
What about the camera controller? I'm following
this setup but I guess the camera controller should already be spawned? Or maybe spawned through an event? And how would the camera's player references work?
And what about the ootii's input source? Is there a way for ork to make it persist through levels or just hardcode that behaviour? Should it be spawned in the main menu like the game starter?
As you can see I'm quite confused in integrating these custom controls, so any help is very much appreciated!
Any further tips and tricks are very much welcome.
Thanks!
I was breaking my head over the last couple of days, you have no idea.
It now works very well but with a little issue:
The camera tracks the player after the transition has ended, thus doing a very visible snap in place after the transition screen is done. Do you know a way to make it so that it tracks the player as soon as the level is loaded?
I'll look into making that optional.
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Per @Dreamwalker23 's instructions, "Follow ootii camera set up instruction but leave the player part of it blank as the player is spawned into the scene."
The problem with this solution is that many of the ootii camera setups are heavily involved with camera targets and anchor points. Since the player is spawned into the scene, you cannot point ootii at specific camera targets or anchor points related to the player. At least, I haven't figured out how. I've gotten it to sort of work, but it's quite wonky sometimes.
So I have a question for @gamingislove in this situation: should I use an event, probably tied to the spawn player event, that Mounts a "Camera Target" game object to the player prefab? If so, how exactly does one go about that? I've messed around with the node editor for a few hours and haven't quite figured out how to do that.
Or, directly related to that last point of me not being able to figure out how to do that, would it be better to have a script that makes a Camera Target game object become a child of the player prefab?
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For those who come across this in the future: make sure your player prefab is actually tagged as Player. Such a simple mistake, easily overlooked, that caused a whole heap of trouble.
It also helps to have your ootii camera rig, the empty game object that holds the ootii script and has the maincamera as a child, tagged as main camera in addition. That issue was a smaller one but it did seem to help.
Can someone help me pls?
Assets\ORK Framework\Scripts\ORKCameraControlWrapper.cs(77,25): error CS1061: 'CameraController' does not contain a definition for 'Anchor' and no accessible extension method 'Anchor' accepting a first argument of type 'CameraController' could be found (are you missing a using directive or an assembly reference?)
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