Simple Flying Action for Invector
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Asset required: Invector Shooter Controller 2.6.2a. Use Invector@FlyTest animator controller.
For animations, just replace your own fly animations inside Base Layer Locomotion.
Will still improve this action by adding more features.
Set up:
In this package FlyAction_v0.1.unitypackage, I used a paid animations from asset store: https://assetstore.unity.com/packages/3d/animations/dynamic-flight-animations-pa...
FlyAction_v0.2.unitypackage - fixed strafing issue when flying
Status | Released |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | hobbycoder |
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Click download now to get access to the following files:
flyaction.unitypackage 1.3 MB
FlyAction_v0.1.unitypackage 1.3 MB
FlyAction_v0.2.unitypackage 1.3 MB
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awesome asset but mine is throwing this error
{
Debug.Log("Player Flying UP");
}
///Set Velocity do Move UP
flyDownInterpolate = 0f;
flyUpInterpolate += Time.deltaTime * flyUpDownSmooth;
flyUpInterpolate = Mathf.Clamp(flyUpInterpolate, 0f, 1f);
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, flyUpSpeed, updownSmoothCurve.Evaluate(flyUpInterpolate));
tpInput.cc._rigidbody.velocity = vel;
///Set input Y to force character movement;
tpInput.cc.input.y = 1f;
///Change Action State to fly Down
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 4);
}
else if (flyDownInput.GetButton())//Conditions to Move Down
{
if (debugMode)
{
Debug.Log("Player Flying Down");
}
flyUpInterpolate = 0f;
flyDownInterpolate += Time.deltaTime * flyUpDownSmooth;
flyDownInterpolate = Mathf.Clamp(flyDownInterpolate, 0f, 1f);
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, flyDownSpeed, updownSmoothCurve.Evaluate(flyDownInterpolate));
tpInput.cc._rigidbody.velocity = vel;
///Set input Y to force charter movement;
tpInput.cc.input.y = -1f;
///Change Action State to fly Down
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 3);
}
else
{
///Reset Input Y and Character Vel Y;
tpInput.cc.input.y = 0f;
flyDownInterpolate = 0f;
flyUpInterpolate = 0f;
var vel = tpInput.cc._rigidbody.velocity;
vel.y = Mathf.Lerp(vel.y, 0f, flyUpDownSmooth * Time.deltaTime);
tpInput.cc._rigidbody.velocity = vel;
if (isFlyingSprintState)
{
if (debugMode)
{
Debug.Log("Player Flying Sprint1");
}
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 2);
tpInput.cc.moveSpeed = flySprintForwardSpeed;
}
else
{
tpInput.cc.moveSpeed = flyForwardSpeed;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1);
Hey there HC. Purchased the Animations and imported them prior to importing your package. But none of the animations are assigned in the animation controller .