Thanks! This fixes the mounting animation issue.
I do have another issue however, sometimes when the horse is walking the mane hair will suddenly vanish and come visible again later on.

Thanks! This fixes the mounting animation issue.
I do have another issue however, sometimes when the horse is walking the mane hair will suddenly vanish and come visible again later on.

that one was a bit hard to find long time ago ![]()
just check update when offscreen on the hair mesh

UFPS and Ootii Integrations Updated!
only complete disable fix the errors not the warinings very stange =(
ootii change sometime ago the define ā#if OOTII_MCā and the other all i fix it for you https://pastebin.com/7MiP8fKY
and the new ootii not works for me

Edit: The Bug is fixed when i using not the horse what comes with the ootii Integration when im using the horses from the other prefabs works fine
but the camera looks strange
https://www.youtube.com/watch?v=TIBFnuvzybU*__
and tons of warinigs
__
*
and i found a other bug very importent when you leave the horse then the rigibody set to āUse Gravityā this will breake the character controller
__*https://www.youtube.com/watch?v=4mBjejiUW8E*__
And yes some problems with LODS from the horse he popsup
__*https://www.youtube.com/watch?v=O2fqbPGT04g*__
with the new dragon i have no problems works all fine at the moment and looks amazing.
but some other problem with the camera when we use HAP Transition then is this added for the horse and for the dragon but on the dragon we need a complete other distance as on the horse

Maybe animation names shouldnāt change.
Sorry if this isnāt the right forum. I have a question about Unka. On the rideable Unka sometimes the animation slows down in slowmo mode and wonāt go back to normal speed. For example, when I press Q to jump / fly into the air, then I left click mouse to shoot a fireball suddenly everything is slowmo. Then when I press Q to land it is still slowmo. I canāt always reproduce it, it seems to happen randomly.
By the way, thank you for the really fast support. You are quick to solve and answer the issues. ![]()
This is my UFPS test so far. With sword combat! ![]()
And, unka!
that is a nasty unity bug from the animator when you try to access their layers on the editor⦠(changing the Animator Update mode to other value and change it back to the initial value and goes away⦠it only happens 5.6+ and above⦠reported itā¦
that is the same problem that @khos had⦠on the older prefab the mount animations where missing⦠(this is the fix:
https://discussions.unity.com/t/610036 page-18#post-3322750
Here its an easy one⦠just adjust the LOD Ranges on the meshes game object

this I believe it has to be with the constraints of the rigid bodyā¦
set the constraints to:

that way your player wont fall down.
Could you send me the errors on the console ? to see if is there a problem with the Ootii integration scriptā¦
that my friend is my doing ![]()
My bad:
Just remove this little guys that are messing with you ![]()

Thanks and done!
THAT LOOKS AWESOME!!!
Hi Malber,
Iām progressing with your asset, itās really awesome! One issue Iām seeing is that when jumping the horse gets stuck mid air, see sample video:
I suspect there is a raycast issue maybe somewhere, or a setting to increase? I have tried to check the scripts but am not seeing this yet. Any guidance would be much appreciated, again ![]()
Once the horse is stuck mid air I can move the Y transform value down until it reaches the ground and all is back to normalā¦
Okey it should not be doing that⦠thatās a first one ![]()
try changing your character into another layer to see if is that the thing interfering with the horse raycasting
I noticed this too in UFPS w/ HAP when I fall off a wall with a horse in the demo scene, it falls very slowly. I was planning to ask about it but didnāt want to inundate you with lots of questions since Iāve asked so many! ![]()
Changing the horse and player into another layer didnāt fix it.
Also, in the Mountable script component in the horse it says the active layer is Mounted. However, I donāt see a Mounted layer in the layer list. Not certain if this is related. Adding a Mounted layer didnāt help.
Edit: If I donāt sit on the back of the horse and then in the edit scene I pick up and drop the horse then he falls correctly. It definitely has something to do with the player being mounted.
Edit: I can also now confirm the dragon also has this problem, but not in fly mode.
I will investigate to see what is wrong because on the demo scenes I cant reproduce that issue
With UFPS integration if for example on the dragon I press Q to hop into the air. I can fly around, press C to dive, space to fly up and no problems. The moment I turn off fly by hitting Q instead of floating quickly to the ground and landing, he does the same thing the horse does which is lurch slowing to the ground like he is stuck on something.
Also, reconfirmed that running the game then lifting the dragon up in the scene window causes him to fall gracefully.
Edit: Without UFPS integration, the FPS example doesnāt have this problem. It is only when I add a UFPS hero.
In OnEndMounting of UfpsHapController.cs if you comment out the line that reads:
CharController.enabled = true;
This seems to fix it!
Edit: So my understanding is that CharController.enabled allows the UFPS character to be hit by things like e.g. arrows etc. Perhaps a solution for now would be to set it false only during falls. It isnāt a perfect fix but until you can sort out a more realistic fix.
I notice similar symptoms: If no player is on the horse then horse can jump/fall ok, it also does not matter which layer the player is on (even 20), also if I move the object the horse is on to different Y transform/heights it does not matter.
EDIT: I notice that if I set more than the default layer on the horse>Ground Layer then the issue happens. This happens if horse is on itās own or when player is mounted. I think the issue might be related to when the horse/player jump/fall from one ground layer to another, I do not see the issue if just jumping/falling on the same level but if the two ground layer objects where the horse/player jumps/falls from one to another then the issue occurs⦠strange. Malbers, do you have any advise on this?
Video to show this: