I’m following the Merry Fragmas 3.0 tutorial and it’s going quite well… except for the fact that I’m using different models, so it doesn’t look exactly the same.
…when a player dies and it plays the death animation the arms of the player gets all screwed up due to the Inverse Kinematics. Can I disable IK on a specific animation so this doesn’t happen?
You can create a code who can modify the kinematic paramether in real time, or do a ragdoll with another animation on it, or better, a ragdoll with phisics
@RoMax92
Don’t know if you ever did the Merry Fragmas 3.0 tutorial, but I can’t get it to work…
I’ve removed all the scripts from my soldier duplicate, I set up the ragdoll and put a Network Identity on it.
I put my ragdoll prefab in the “Registered Spawnable Prefabs” in the Network Manager.
So far, so good…
When the client kills the server, the ragdoll instantiates - however, it instantiates three ragdolls instead of only one.
The next problem is that when the server kills the client, one ragdoll is instantiated but it freezes in mid-air and throws an NullReferenceException error: "
When the client and the server are on, all is good? If yes is a network problem, before you istantiate the ragdoll you can check if the connection is good.
Yes, remember to destroy the player or the mesh with the interacteble script. Maybe invoke the respawn first, for prevent bugs.