After picking up first item and equipping it - the Equipment Viewer shows Sword, which is correct:
Then, I holster it and go for an Axe.
But when I'm picking up second item, suddenly it appears in both sockets:
Equipment Viewer still shows "Dra…
I think it's something messed up with my "H" schematic :D
Basically, it should first check if any weapon is equipped (first node), then check the game state (if weapon is "Holster" or not) and play animation/check state. But then, why it shows an…
Well, neither of options change anything :D One model is .obj, second is .fbx, does this matter?
Changing prefab's scale also doesn't change the spawn weapon.
Hi, I need to update some things...
- Battle System added (Real Time);
- Enemy Spawner added (one Human Enemy);
- Nav Mesh Surface added to the terrain and Nav Mesh Agent added to the enemy;
- Added a weapon that player collects and equip;
- Added …
I don't have any errors in Unity console.
Also, I set the "Use" option like this:
There is something called "Use Combatant Part", but it doesn't change anything.
@GeneralK - yes, but I tried set it both to Max Health and Health itself. The result stays the same: potion doesn't work and doesn't lose quantity either. That's the thing - it looks like it doesn't work at all, my character cannot drink any potion …
Well, no matter how I set this things up, I can lost my health (e.g. walking into a trap that consumes 25 HP and I can see that on HUD), but I cannot regain it by using potion... Quantity also stays the same, unless I drop it from the inventory :D I…
1. Hmmm, that's strange... You are right: my Max Health isn't set as Consumable, but now I cannot add consumable Health to my player's initial value. I can add only this Max Health, which is set to Normal...
2. Yes, I had Start Schematic in UI …
I'm using Real Time Battle System.
This is my schematic for enemy's attack (everything is "wait between" checked):
And I have this in Battle AI:
As I mention before, it works perfectly fine until today and I didn't change anything, just wanted…
Thanks, works like a charm ;) Is there a way to control the vertical axies the same way? "Height damping" seems to work pretty fine, but I'm just curious.
Thanks for reply.
Unfortunately, it still doesn't work. Animation Clip and the name matches actual .anim animation name. I checked "Wait" option in Mecanim Animation node and I still can move the player while animation is playing.
Maybe it's becau…
YES, IT WORKS :D!
Thank you so so much :)!
Now the button close the menu, load ID for language and open again with proper translation :) Works like a charm.
What kind of UI is this that's not changing?
It's "UI Box with Title (TextMeshPro)" from Makinom > UI Box.
Changing the language like that should recreate HUDs to update languages, but open dialogues or menus are not affected and would need to be…