I'm trying to make my character through uma. However, when I turn on the menu, the UMA character starts to behave inadequately, flying through the sky. When I removed the rigibody, the problem disappeared, but I cannot remove this component at all, since it is necessary for Damage dealers. what can you advise me in this case?
You want to use a kinematic rigidbody on your character if you don't want their movement driven by physics, but you still need them to interact with the physics system.
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if is kinematic is enabled, the model of the character itself disappears and its settings, for example, the character controller, remain on the stage
I suspect this has to do with the error that it's showing in the console. I had a similar issue where the pre-defined UMA skeleton would conflict with any additional bones I added at design time to Uma skeleton. Like ORK's equipment viewers etc.
My solution was to edit UMASkeleton script and force it to ignore gameobject with certain tag when rebuilding bones.
private void AddBonesRecursive(Transform transform)
{
if (transform.tag == "UmaIgnore")
return;
Although what this has to do with isKinematic I have no idea. I tried isKinematic rigidbody in my project and all worked with Uma.
I recommend asking in UMA discord https://discord.gg/UuR53qr or forums: https://forum.unity.com/threads/uma-unity-multipurpose-avatar-on-the-asset-store.219175/
it's just strange, and the character model disappears in the battle arena (with is kinematic true). In general, I want to use UMA in order for various options for the equipment to be removed on the character. For example, when I turn on the armor, it appears on it. If there are other options I would consider them. Now I use Mixamo