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License: MIT License
Various scripts and utilities for controlling characters in Unity.
License: MIT License
Currently the spawner only within a sphere. Would be good to enable spawning within a box too.
This is a generally a test project, to work in an empty enviroment, so there are less interferences. You get it.
I prepared a test scene "TestScene", containing only objects to reproduce the effects. An actor, custom chair model with proper children, floor and light source (necessary stuff is in "Test Folder" in Assets folder).
The sitting moving by clicking usually works, but suddenly it stopped working as intended.
The actor "Emperor" has a script with the same name, that has booleans that activate sitting and standing (cause I was too lazy to copy-paste the UI from "Sitting" scene provided by you).
Step 3 should result in actor either sitting, or arriving to target and stopping
OPTIONAL (possible corelation): it seems like it might be Unity issue. There's also a simple dagger GameObject, containing two parents with colliders for a grip and blade, and a rigidbody on the root Parent. The problem is that the dagger started to fly up by itself, and it started happening at the same time as the issue with running in circles appeared. Mind you that the issue with dagger already happened once, and running in circles is the first time.
Ah, and I can't upload a project, because even .zip extension brings me an error. No idea why. I use Chrome, but tried Firefox and I got the same error
edit. I'll upload it to easyupload.io and post the link
edit2: here
edit2: applying root motion in animator seems to be the cause
just move the terrain and other parent objects to fake the bus movement
optional scene!
The world needs some life so lets inject some basic AI life in here. From the description of the first static world the following are possible wildlife to include:
Fields
Forest
Hi,
I pasted the Character-Dev URL into my package manager URL plus button, but the package will not install.
Any ideas on how to get the character package to work in my project? I am on Unity 2020.3.24f1.
Thanks for your time.
This ticket refers to the pending ui PR. That ui is working, but it requires some decisions to be made about how we pass text to that ui
currently, many paragraphs of text can come in all at once, resulting in the text box overflowing. We also don't know the speaker's name. Finally, multiple speaker can get text into the same bubble. We can update processStoryChunk to handle these situations
This is relatively high priority
Ink code is not hidden behind a conditional compilation thus installation fails unless Ink is installed.
Repro:
What should happen:
Compilation should succeed in step 3, with Ink code being enabled if it is present
If there is no story text in a chunk the choices are not shown, such as in the following:
== No story text means no choices
* Choice 1 -> Choice
* Choice 2 -> Choice
Adding story text works around this problem.
I tried the emotions and interests animation with the male uma and the WIP Emotions Scene.
I set up animations in the talk blendtree. Also I add the Animation Layer Controller for the connection with Salsa. Slasa Lipsynch is also on the UMA Avatar and working with Mic Input. When I start the Scene only the Visimes from Salsa are played not the anims from the Talking Layer. I saw in your youtube explination video, ther is a confiqure uma for salsa script. Is this needed for working propper?
supports reactive music blending #
optional
In test scene 201 the actor should search for a place to eat if a suitable one cannot be found. They are not doing so.
Step 4 should result in the actor wandering until either the cooldown ends or they find another place to eat
>>> Action: CharacterName, Sit
character finds the nearest place they can to sit>>> Cue: Player, Take Photo - Start
If ever we had to wait for 2 things to happen instead of just one, we would resume too early with the current setup. We could fix this by making a simple list of 'wait' objects, and we know we are not waiting any more if the list is empty.
Low priority and not causing any issues atm
This adds some 'realistic' pauses to a speaker's speech. We can just change the rate the coroutine fires for a single tick, then resume the normal rate.
low priority
as per inkle's gdc talk
On Discord prof_jerz reported that:
NullReferenceException: Object reference not set to an instance of an object
WizardsCode.Stats.Brain.OnEnable () (at /Users/jerz/Downloads/Character-Unity-Package-main/Character/Scripts/Runtime/Stats/Brain.cs:152)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
UMA.UMARandomAvatar:GenerateRandomCharacter(Vector3, Quaternion, String) (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/UMARandomAvatar.cs:79)
UMA.UMARandomAvatar:Start() (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/UMARandomAvatar.cs:58)
This sounds like a race condition since ActorManager.Instance
is accessed in Brain.OnEnable
and set in ActorManager.OnEnable
.
If that is correct you can resolve this by making ActorManager
execute earlier than Brain, this will almost certainly work if your goal is to just get going.
A better solution would be to move the setting of Instance in https://github.com/TheWizardsCode/Character-Dev/blob/main/Assets/Wizards%20Code/Character%20AI/Character/Scripts/Runtime/Utility/AbstractSingleton.cs into Awake
rather than OnEnable
. However, if any of the implementations of AbstractSingletong provide an implementation of Awake
these would also need to be marked as Override
with base.Awake()
being added. So that would require a little testing.
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