The Ultimate Character Controller has been released and with that comes version 2 of the Third Person Controller. You can see what’s included in this new version at:
Having spend hours on end to get a gun to reload I decided to re-import the whole asset and then it started to work again.
It’s really weird sometimes when Unity doesn’t really tell what, and if it is going wrong with the asset.
Upon deleting a character with a Dialogue System interaction bridge on it:
MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Transform.InverseTransformPoint (Vector3 position) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/TransformBindings.gen.cs:404)
Opsive.ThirdPersonController.Interactable.CanInteract () (at Assets/Third Person Controller/Scripts/Traits/Interactable.cs:107)
Opsive.ThirdPersonController.Abilities.Interact.CanStartAbility () (at Assets/Third Person Controller/Scripts/Character/Abilities/Interact.cs:54)
Opsive.ThirdPersonController.Abilities.Ability.UpdateAbility () (at Assets/Third Person Controller/Scripts/Character/Abilities/Ability.cs:135)
Opsive.ThirdPersonController.RigidbodyCharacterController.Move (Single horizontalMovement, Single forwardMovement, Quaternion lookRotation) (at Assets/Third Person Controller/Scripts/Character/RigidbodyCharacterController.cs:379)
Opsive.ThirdPersonController.ControllerHandler.FixedUpdate () (at Assets/Third Person Controller/Scripts/Character/ControllerHandler.cs:284)
Hi @P3D - Are you talking about a DialogueSystemInteractableTarget component or a DialogueSystemThirdPersonControllerBridge component?
Are you deleting the character during a conversation?
What versions of TPC and the Dialogue System for Unity are you using?
Unity 2017.4.12
TPC 1.3.11
Dialogue System 2.0.4
Dialogue System Integration package from: https://legacy.opsive.com/assets/ThirdPersonController/integrations.php
Just run the integration example scene and try deleting one of the “Interaction” gameObjects runtime our deleting the character that hold it. The error occurs.
Thanks for the info. I’m contacting Opsive.
To fix this open Interactable.cs and change line 89 from:
if (m_Interactor == null || !m_InteractableTarget.IsInteractionReady()) {
to:
if (m_Interactor == null || !m_InteractableTarget.IsInteractionReady() || m_Transform == null) {
Works flawlessly.
Hi - I purchased the third person animation controller for a multiplayer swordfighting project I’m working on (love the feel of the controller btw).
I have the controller on the player object, as well as on all the AI fighters. I’m hitting performance issues due to when I increase the number of AIs in the scene (right now I’m around 30 but I would like to be able to have 100+).
Is this to be expected? If so, do you have a recommendation for a simpler more performant third person controller I can put on my AIs (I’d like to keep TPC on the player since it feels so nice). If not, do you have any recommendations for increasing performance?
Thanks!
Glad you are enjoying the controller! Are you using version 1 or 2? Also, have you tried profiling to see what the bottleneck is?
Version 2
I have tried profiling, the bottleneck is in DeterministicObjectManager::FixedUpdate where everything is moved, and the biggest culprit with in that is CharacterLocomotion::CheckGround
For version 2 support can you post on the opsive forum? This allows me to track support requests better. Also post as much detail about what your profiler looks like.
No problem! Posted - Performance (on many AIs) | Opsive
Was wondering if this controller could easily be configured to a tab target MMO setting. Third person view with complete movement on the mouse. Right button pressed to move camera around, left button pushed to follow camera view. I read through the configurations on your website and couldnt quite figure out if one of the Adventure settings did this particular setup. Thanks in advance!
This thread is for version 1 of the Third Person Controller which is no longer on the Asset Store but version 2 is (version 2 thread ).
To answer your question though, there is a RPG movement type which has a standard RPG control scheme. With this movement type the left mouse button will rotate the camera and the right mouse button will rotate the character. It sounds similar to the setup that you are going for so with a bit of button mapping and maybe some minor script changes you’d be able to get it working.
Great stuff! Iam from the Invector guys far away from this kingdom
Many things are made way better but the thing with the inventory. Is there a way to add one with armor slots etc. without a huge investment of time?
Yea! That would be cool! Maybe a type of survivor inventory
Are you working with version 1 or 2? Version 1 is no longer supported and the version 2 thread is here . Version 2 contains a basic inventory that is designed to be extended since inventories are a major asset on their own and the focus of version 2 is on the character controller side of things