Realistic fps prefab free
I have thousands of Ttriggers in my project and many more to add I am sure and dot particularly want to go find them all and update them manuallly and ideally wanted a "Global" solution. Though this works fine and solves the issue this requires individual Trigger (manual) intervention Yes. Now this seems to work fine for what one might describe as "Standard Unity and RFPS Triggers". This I did manually and I do not believe that the New Tag TriggerHit is required also for this to work but its available if need be.ġ. Inside my game level I applied to a Triger and Move Trigger the New Layer "Tigger Hit" to test this out and that works and no hit is recorded by the Triggers when a NPC characters (hopefully) including Player strikes a Trigger with a weapon Then I also created a new Tag named TriggerHit (no space). In RFPSP I used an empty Layer (30) and gave it a name of Trigger Hit. Heres what i did so that others may try the same if the need to. I will keeping looking here for a fix but could be at it forever Not sure if its a Unity things or RFPS specific but it seems that its Unity related to me?Īnyone know of a fix for this please as its killing my game I have looked around the Internet for an (solution) and tried some scripting myself as yet to no avail in fixing the issue. This seems to be a Global issue as it applies to All TriggersĬlearly having Sparks, Wood Chips or similar flying around or hits sounds and so on playing every time the Player or AI Enemy strikes/hits a Trigger is just riduiculous and something I have just recently discovered. e.g, Hit sparks and so on are generated Yes? That is they Attack and if they do so whilst in close proxity to or within a Triggers Bounding box area (colider) then any Hit Effects, Sounds and so on, attached to the AI Attack (weapon, punch, bite) "Play and Display" when the Triggers Collider receives a Hit. Enemies "Attack" the Player or perhaps other Enemies and some have Swords and some Enemies such as Amimals Bite or strike the Player by some other means as tends to happen in Games. RFPS Move Triggers and alike and Unity default or other Asset Triggers. They are evrywhere and vary in sizes and proximity to each in places being almost touching esch other.
Triggers! I have a lot of them in my game. I have a problem that I cant find or currently think of a solution for that would be easy to solve?