That would be a dream, but unfortunately no multiplayer is supported, and thats bad
Though, it already has a top down option I believe.
Hey Invector, any news on a release date? Iām looking forward to getting my hands dirty.
We will work on a topdown melee & shooter controller after a stable release of the shooter
Getting close :p, I will post some news later tonight!
Any news?
I was going to post somethings but we canāt announce anything that is not solid enought to be announced, for now I can say that we receive some nice animations of a friend to work on and we had to adapt a few things from the animations we used to prototype, but now the controller is felling much more solid and it plays well.
One of the most time consuming things while developing this template is that we need to make sure that the controller feels good, the responsiveness of animations and controller need to work together. Itās really hard to find that sweet spot, but I think we finally got there! now we just need to polish a few things
A few cool features that we add recently:
- Option to use IK on Idle, OnlyStrafe, OnlyFree, WhileAttacking
- The Aim system has a option to make the right hand use IK to really aim at where youāre aiming
- We also implement something that MGS:V has, since the bullet leaves from a muzzle of the weapon to a where youāre aiming, there is a projection of the aim where you think the shoot will hit and where the bullet actually will hit, usually happens on corners.
Just a little taste for you guys of what is solid enought, but donāt worry there is more coming soon ![]()
Hi Invector team,
I have been using your melee combat asset for about one year now. I have to say I love this asset so much!
I am working on a soul-like action game that include large boss monsters, a little bit like monster hunter. I have meet a problem with making large monster recently. My characters cannot walk under between the large monsterās lags because the capsule collider is blocking the player.(yeah
that large) So I want to use the ragdoll system (body part collider) to replace the capsule collider on the parent. I tried few time but it end up with a mass. Is this doable? do you have any suggestions of how to doing this?
Please help me! Thank you so much.
You can try to set it up so the enemy layer changes when you are attacking and when you are moving and then you can set the physics so the playerās layer ignores the enemy walking layer. Add some colliders to the legs that the player cannot walk through and they should be able to walk between the legs. At least I think it will work.
Hey @Jasper1hu , glad that youāre enjoying yourself with the template
and I got really curious about your gigantic monster, feel free to post some footage of your project whenever you feel ready here > http://invector.proboards.com/board/3/
About your question, drewradley pretty much got it right⦠you could make the main capsule collider of the enemy to work only with the Default layer (for scene collision) and disable the collision with the player⦠and make colliders from the legs to be your primary Enemy target.
Hi How would you sheathe and unsheathe sword from your back with this
I am new to this and have no coding experience
All help is Appreciated.
when start game ⦠character move too slow ā¦
i think i need "1-2 sec" to change speed walking to running ⦠how i can edit this ?
i need when start character alway running ⦠( Skip the animation walking )
Take a look into the demo scene, basically all the features is there you just need to see how it works and reproduce into your scene, there is a script attached into the player call
just increase the walk/run speed in the player inspector, you can also remove the walk animation from the blend if you donāt want to use, really simple ![]()
Hi I got the sword to stand still on the player back but i am stuck on how you would put it back on your back. Is there some way to make the sword go to specific position on the Transform component when dropped
This is because when i drop sword it stays still in the air
First, thanks for an excellent Third Person Controller. Iāve started to customize some things, so Iāll have more questions soon. At the moment Iāve only got two questions.
Input:
The list of inputs (when i check out InputManager) has names like āXā, āAā etc. that correspond to the buttons on a gamepad. Wouldnāt it make more sense to name this after the functionality instead, like āAttackā, āBlockā for example. Iām not a console guy, so I need to look a while to find these. I could of course use
vMeleeCombatInput in the editor instead, which does a good job of showing this.
Granted we should take care of this ourselves when working on the actual game, but I think it would be easier this way. What do you think?
Custom stats/rpg system:
Iām implementing an rpg system now, so Iāll be customizing the Inventory/Weapon stats part of Invector a lot, maybe even switching out most of it. Iāve gotten a lot of good inspiration from your code though. I think Iāll use json files instead of storing it in ScriptableObject assets, and doing the editing in Google Sheets, or a .NET application.
The main thing Iām wondering is if you think about keeping this part of Invector separate from the Core systems like movement, animation and the camera. I think a lot of people will customize the stats when making a game. A certain amount of separation would make it much simpler when Invector is updated, Iām thinking of merge conflicts etc.
Another approach would be to just choose one version of Invector, customize it heavily, and then stop updating it if not entirely necessary.
Make sure that you setup the ItemID and EquipPointName correct, also there is one fake weapon that is already attached into the character, take a closer look into the example on the demo scene.
When you open our InputManager on the player inspector, you have the option to customize the input for keyboard, mobile or joystick so itās pretty easy already. ![]()
We always try to code things as modular as possible, so basically you can have the controller really clean and add only the things you need such as footstep, ragdoll, weapon directly into the player or manage by a inventory, hud or no hud, everything is pretty modular, so if you want to create your own inventory system to manage the weapons you can do.
But weāre always listening you guys, if you have any suggestion to improve the template letās us know
Dear Invector Team,
I have been using your asset for a while and I really like it a lot. I am however, having two returning issues that I can not seem to resolve. To describe the Problem I have a troubleshoot Playlist.
Video # 01 : Hierarchy Video # 01: Following the NPC Creation Tutorial I am getting anReturning Error when creating an NPC from a model that is placed in the Scene Hierarchy. The Error appears everytime when entering Play mode with every NPC that was created from Scene Hierarchy. Note: Error will NOT occur when creating directly from Project Directory,as seen in the next Video
This is Unitys Error Message shown in the first Video.
Console Error
NullReferenceException: (null)
UnityEditor.SerializedObjectā¦ctor (UnityEngine.Object[ ] objs) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:74)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:154)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:147)
UnityEditor.GameObjectInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/GameObjectInspector.cs:86)
The next two Videos showcase the second Issue : All Characters that are larger in size are affected.
Video # 02 - NPC Creation Issue: Large āBossā Problem # 01
0:05 Video first shows NPC-Character Creation from Project Hierarchy without Error and NPC-Character working as expected in Play Mode. No Problems here.
1:25 Second the creation of larger Enemy NPC. NPC will have its Navmesh disabled and not walk around, only āfloatā in the air. This is an issue with all Characters larger than average. In this Case the Character is twice the Players size.
3:55 and 4:30 As the video show at the end, if manually enabling the NavMesh component (as it is by default with smaller Models) the Character will start to walk around in a circle. Also manually disabling and reenabling the Capsule Collider at playtime has an effect, but does not resolve the Problem (The video does not show this.)
Video # 03 - NPC Creation Issue: Large āBossā Problem # 02 Video # 03 : Switching on/off the NavMesh Agent and/or Capsule Collider at Playtime
I already adjusted the Head Detection collider values after recording but that did not solve the Problem. I suppose this is might be a collider issue making the Character get in its own ways somewhere, disabling the NavMesh Agent . Any help would be appreciated.Note: I am using the Template since Version 2.0 and always had these issues in all versions. I am on Unity 5.4.1f1 (64-bit) with this Project.Thnx 4 your support.![]()
The first and second video are set to private, we canāt watch⦠but the boss issue, here is the fix:
http://invector.proboards.com/thread/200/npc-floating-when-start
Thnk you for the quick fix and all the great help.To make it sure: The fix is the Code change in the first post,not the Collider adjustment in the last Post on that page, correct?. Can you support me with a line number, so I donāt get lost in the v_AIMotor script? I will try it ASAP. and report back any issue.
Also all videos should now be public and viewable. Hope to hear back from you about the Unity error in the first video. Thanks a lot and keep up the good work. ![]()
the floating and walking in circles issues will be fixed with this hotfix, just follow this instructions and there is no way to miss
about the null error, it looks like some bug from the editor and not the template⦠try reimporting all your assets

