Heey, i'm using the 3rd person controller prefab for my own character model.
But i get this error:
Multiple visibility culling animations in the same hierarchy, animation culling for animation component in 3rd Person Controller will be turned off.
I changed everything i should change (as far as i know)
Here a description of what exactly i have done:
I made a boned model in cinema4D all moves in one file, exported as fbx and imported to unity.
I splitted the animations in the inspector, and gave them all the right name.
I dragged it to the scene hierarchy as a child of 3rd Person Controller.
In the inspector for the 3rd Person Controller i overwrited all the current animations with my animations (same names and same positions) and when testing i get the error.. anyone knows how to fix this??
You need an animation component, and drag all the animations in the component.
by example; If you have 5 animations for the model.
ani 1: Idle
ani 2: Walk
ani 3: Shoot
ani 4: Crouch
ani 5: Reload
Resize the size into 5 and drag all the animations in the elements.
Make sure the Animations are playing automatic.
Use the JS:
var minimumRunSpeed = 1.0;
function Start () {
// Set all animations to loop
animation.wrapMode = WrapMode.Loop;
// Except our action animations, Dont loop those
animation["**(the animation name of the animations of the player)**"].wrapMode = WrapMode.Once;
// Put idle and run in a lower layer. They will only animate if our action animations are not playing
animation["(the animation name of the animations of the player)"].layer = -1;
animation["(the animation name of the animations of the player)"].layer = -1;
animation["(the animation name of the animations of the player)"].layer = -1;
animation.Stop();
}
function SetSpeed (speed : float) {
if (speed > minimumRunSpeed)
animation.CrossFade("(the animation name of the animations of the player)");
else
animation.CrossFade("(the animation name of the animations of the player)");
}