Is there a tutorial on doing cutscenes? I'm not finding anything and I'm struggling to figure it out.
The main question at the moment is whether I:
a) have all the characters somewhere in the scene already and then select them as actors in the schematic settings, or
b) set up a spawn point for each of them and spawn them in the schematic itself, or
c) maybe I'm completely misunderstanding the system and need to do something else?
Generally, you can do cutscenes either with the real player/members or with prepared game objects in the scene. So, both a and b are valid ways to do it.
When using the real player/member combatants, you can also use conditional prefabs on your combatants to use more detailed models for cutscenes.
When using the player and player group members and the members are not yet spawned in the scene, you can e.g. use the Spawn Group Members node to do so (they spawn around the player based on the group settings or a used formation).
To have the members available in your schematic to move them around, add actors in the Settings node. The Player Group actor type has the Use Member options for that. E.g. if you only use the battle group, member 0 would be the leader/player, member 1 the 2nd combatant and member 2 the 3rd, etc.
Alternatively, you can also use the Select Combatant node to get combatants from the group as selected data and use them in other nodes.
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I can get it to move other objects but not the player.
So I have 2 portal game objects, interaction machine, schematic with actor. A Find actor that finds the portal. I move using Character Controller on combatant prefab.
If I reverse the moving/target object in Change Position node it works fine and the other portal appears at the player.
I've also tried using all sorts of other actors like what you mentioned above Player Group -> Use Member 0. Tried using Select Combatant node as well.
I've tried using Auto, Char controller, Combatant movement, Transform, and then I added a Rigid Body component to the player prefab just to try that option.
I set a Unity Console node to print actor name to the log so that I could be sure the actor was the player and it does print the player combatant name to the console.
I put the portal prefabs in to my test scene that is basically empty to ensure nothing else was messing with things.
I tried using Vector3 coords as target position instead of actors. (Which also works if I reverse moving/target, or if I use Machine Object as moving object it moves the portal object to the target portal, which again looks like it is a problem moving the player object).
I tried changing the player combatant to different combatants that have different prefabs, although they are set up the same with character controller.
Tried using a Trigger Machine with Sphere collider instead of interaction machine and it prints player name to console each time I run through it.
Anyway what am I doing wrong? lol thanks :)
https://imgur.com/a/PfF3Ymy
Something that can interfere with it is e.g. not blocked player controls or an active NavMesh agent.
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Now my problem is after the group moves it breaks the MoveAI follow
Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation (UnityEngine.Vector3)
GamingIsLove.Makinom.Components.SimpleMove:Update ()
In schematic settings I have block camera control, block control, and Clear Block checked.
I have Block Move AI node as the first node of the schematic, change position, Wait, then Unblock Move AI.
Clearly I am missing something for the follow. Should I like disable the component before the change position or?
Is the error coming during the event or after unblocking the move AI?
Also, I'd recommend to use something else than the default movement component (simple move), as it's very, very, basic :D
E.g. a NavMesh setup.
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They are being moved above the terrain since the target object portal is kind of tall so I added a longer wait after the position to give them time to land before moveAI kicks in but didn't help lol.
I'm not really doing much in field, enemies are all battle grid so I haven't given much thought to NavMesh so I'll have to check it out.
Thanks
The message basically means that the simple move component tried to rotate to a position (probably current position of the combatant itself) and that didn't result in a valid rotation.
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Thank you as always for the help!