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feat: Third Person Character Controller integration with custom IP UI #66
feat: Third Person Character Controller integration with custom IP UI #66
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…haracter-controller-assets
…t/third-person-character-controller-integration
…haracter-controller-assets
…t/third-person-character-controller-integration
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Mostly minor nitpicks in code. Otherwise I see an issue where when we drop an object it disappears into the ground. Also another really nitpicky comment, but since we can now jump, maybe the "counter" should be a bit higher so that we don't notice the invisible wall too much? It might be something for a later PR though
@fernando-cortez would it be possible to have some testing instructions listed in the PR? I'd like to test it locally, but dont't really know if I should do something in particular to set up the environment or if there's a specific key combination to test |
Absolutely, I'll include some test instructions in the summary! |
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- There seem to be some warnings related to the Chintzy font (no stack trace). Do you know what's causing them? Did you try addressing them already? You can let them pop up by dropping a colored object in one of the circles of the same color as the object
- There's something wrong with one of the network variables:
- Going out of play mode after playing for a while thows:
Type of instance in array does not match expected type
UnityEngine.Object:Destroy (UnityEngine.Object)
Unity.Netcode.NetworkSpawnManager:OnDespawnObject (Unity.Netcode.NetworkObject,bool) (at Library/PackageCache/[email protected]/Runtime/Spawning/NetworkSpawnManager.cs:873)
Unity.Netcode.NetworkSpawnManager:DespawnAndDestroyNetworkObjects () (at Library/PackageCache/[email protected]/Runtime/Spawning/NetworkSpawnManager.cs:699)
Unity.Netcode.NetworkManager:ShutdownInternal () (at Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:1439)
Unity.Netcode.NetworkManager:OnDestroy () (at Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:1331)
Unity.Netcode.NetworkManager:OnApplicationQuit () (at Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:1325)
- Some fields don't seem to respect coding conventions (I.E: the
private
word is used even when unneeded, and private fields sometiems don't start withm_
). This is not a blocker for my approval, but it's something we should be aware of.
Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs
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Also, I'm not sure if this is on purpose, but there seem to be some interactivity problems:
|
This is something that I will address in an art PR! @RikuTheFuffs |
Basic/ClientDriven/Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs
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…t disabled on out of focus devices)
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This PR adds a new Player Prefab for NetworkManager, based off of the Third Person Controller Starter Assets. Previous functionality of movement, collisions, and picking up is intact. The new Input System has been integration for input polling. ClientNetworkAnimator enables the animations of the player to be client-driven.
Included as well is an overhaul on the UI to now include custom IPs, using UI Toolkit.
MTT-5013
Package Manager manifest will target the new Boss Room release containing the new Utilities release, once that is out!
Testing instructions: