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Re: Range Trigger on non-dialog system code?

Posted: Thu Apr 28, 2016 11:09 am
by terrymorgan
Very slick! here it is again with the standard assets 1st person controller, just move it WASD in scene view, didn't
put a camera on him.


https://dl.dropboxusercontent.com/u/102 ... itypackage
1.0MB

Re: Range Trigger on non-dialog system code?

Posted: Thu Apr 28, 2016 11:48 am
by Tony Li
Handy little script, eh? :-)

Re: Range Trigger on non-dialog system code?

Posted: Thu Apr 28, 2016 1:03 pm
by terrymorgan
Here's the same scene with one of the free Mixamo animals

https://mixamo.com/store

The animations are available elsewhere, I've only used the horse, but all the animals, horse, dragon, dog, came in the same
directory with names like trot_1 (the dog), trot_2 (the horse), so you'll have to separate them out. Also, it looks like there's
a mesh model with every animation, not sure how to separate that out, wasteful.

https://dl.dropboxusercontent.com/u/102 ... itypackage
3.4MB

Re: Range Trigger on non-dialog system code?

Posted: Thu Apr 28, 2016 1:15 pm
by Tony Li
If you want only the animation clip, you can expand the FBX file in the Project view, select the animation clip, and press Ctrl+D to duplicate it as a standalone animation clip file. Then you can delete the FBX.

Re: Range Trigger on non-dialog system code?

Posted: Fri Apr 29, 2016 2:52 pm
by terrymorgan
Ctrl+D to duplicate it
I had to do that anyway before it would drag into the animator controller's blend tree, I also wanted to rename them, they're
all called 'mixamo.com'.

Re: Range Trigger on non-dialog system code?

Posted: Fri Apr 29, 2016 3:31 pm
by Tony Li
This is moot now that you've duplicated it, but you can change the animation clip name in the FBX file, too. On the Animation tab, click on the name field ("mixamo.com") and change it to whatever you want. Then click Apply.

Re: Range Trigger on non-dialog system code?

Posted: Sat Apr 30, 2016 9:11 pm
by terrymorgan
Here's my notes on the Mixamo stuff, can't locate the animals though

https://sites.google.com/site/terrymorg ... ree_assets

Re: Range Trigger on non-dialog system code?

Posted: Sun May 01, 2016 9:25 pm
by terrymorgan
New snapshot, the giraffes animators are disabled too with bigger sphere colliders, I think I need some fog just before they hit 'go' mode

https://sites.google.com/site/terrymorg ... d_may_2016

Re: Range Trigger on non-dialog system code?

Posted: Thu May 12, 2016 12:09 pm
by terrymorgan
It doesn't work on the RPG kit generic Skeleton type enemy though, there's 2 animators, and the 'setup animator' gives an error when I add it to the
components list

NullReferenceException: Object reference not set to an instance of an object
PixelCrushers.DialogueSystem.RangeTrigger.SetTargets (Boolean value) (at Assets/Dialogue System/Scripts/Supplemental/Utility/RangeTrigger.cs:92)
PixelCrushers.DialogueSystem.RangeTrigger.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Dialogue System/Scripts/Supplemental/Utility/RangeTrigger.cs:36)

Re: Range Trigger on non-dialog system code?

Posted: Thu May 12, 2016 1:31 pm
by Tony Li
At runtime, inspect the Range Trigger component. Make sure there aren't any null or missing entries in the Components list.