For me the Slope Handling doesn't work and I have the same code, so I don't know what's wrong? Layers are set correctly (print angle shows 84.936) and I can spam jump on that slop Edited: It works, Rider did a terrible thing when it auto refactor the UpdateMovement function
For some reason // ROTATE if we're not idling if (!isIdling) { RotatePlayerToTarget(); } // If rotation mismatch not within tolerance, or rotate to target is active, ROTATE else if (Mathf.Abs(RotationMismatch) > rotationTolerance || IsRotatingToTarget) { UpdateIdleRotation(rotationTolerance); } _playerCamera.transform.rotation = Quaternion.Euler(_cameraRotation.y, _cameraRotation.x, 0f); This stopped working for me. Player still turns to target when it is in the idle state, but when it is running or in the walking state the "isRotatingToTarget" wouldn't check anymore in the animator at all. Okay, with the running maybe the cause is added code about can run zone/cannot run zone, but walk? I am just confused what happened, tried to find a reason through comparing source code with mine that I have after following tutorial but no use. Anyone, any ideas what it could be?
Not sure I fully understand the issue. The turning animation shouldn’t play while moving (that’s intended). The player just naturally rotates without an animation in the run direction. Is that not happening?
@@spaderdabomb Indeed, that's correct, it should not rotate when player moves, just in the idle state. What I meant that it kinda fails to indicate in which state player is, after I switch (Ctrl) to the "walk" state. And when we're in the walk state before we give any input we are idle and Idle animation plays even though check box for Idle in the Animator is unchecked and as well player is not turning to the target when I move the mouse like it does in before switching to the walk state. I hope I explained it a bit better. Thank you for the response, btw! Didn't expect to get it so quick! So again, when we're in the "running section" but stop and thus become Idle, it understands perfectly that we're Idle and thus rotates when I move the mouse, but it does not work with the walk state. Once we swiched to the walk, it's like glued and no matter if we stop, oddly enough I get playable idle animation, but without a check that it is in the idle state neither in the animator or current player movement state
Your videos are so helpful 😭 you explain everything so clearly and to the point, how do you not have more subs !
Thank you for keeping it clear! It'S appreciated!
This is such a good series, would really love to see you add other things like swimming, rolling and melee
Some of that stuff is coming soon :) almost finished editing next vid
Thank you so much! Very nice series
Very great! Thanks! 🙂
hi question. could you make a series where you make water and make this player swim?
That would be great
For me the Slope Handling doesn't work and I have the same code, so I don't know what's wrong? Layers are set correctly (print angle shows 84.936) and I can spam jump on that slop
Edited: It works, Rider did a terrible thing when it auto refactor the UpdateMovement function
Wow!
I jump half way then I just stop moving please help
For some reason // ROTATE if we're not idling
if (!isIdling)
{
RotatePlayerToTarget();
}
// If rotation mismatch not within tolerance, or rotate to target is active, ROTATE
else if (Mathf.Abs(RotationMismatch) > rotationTolerance || IsRotatingToTarget)
{
UpdateIdleRotation(rotationTolerance);
}
_playerCamera.transform.rotation = Quaternion.Euler(_cameraRotation.y, _cameraRotation.x, 0f);
This stopped working for me. Player still turns to target when it is in the idle state, but when it is running or in the walking state the "isRotatingToTarget" wouldn't check anymore in the animator at all. Okay, with the running maybe the cause is added code about can run zone/cannot run zone, but walk? I am just confused what happened, tried to find a reason through comparing source code with mine that I have after following tutorial but no use. Anyone, any ideas what it could be?
Not sure I fully understand the issue. The turning animation shouldn’t play while moving (that’s intended). The player just naturally rotates without an animation in the run direction. Is that not happening?
@@spaderdabomb Indeed, that's correct, it should not rotate when player moves, just in the idle state. What I meant that it kinda fails to indicate in which state player is, after I switch (Ctrl) to the "walk" state. And when we're in the walk state before we give any input we are idle and Idle animation plays even though check box for Idle in the Animator is unchecked and as well player is not turning to the target when I move the mouse like it does in before switching to the walk state. I hope I explained it a bit better. Thank you for the response, btw! Didn't expect to get it so quick! So again, when we're in the "running section" but stop and thus become Idle, it understands perfectly that we're Idle and thus rotates when I move the mouse, but it does not work with the walk state. Once we swiched to the walk, it's like glued and no matter if we stop, oddly enough I get playable idle animation, but without a check that it is in the idle state neither in the animator or current player movement state