
I re-followed the steps (as close as I could) but some of the lines that are required to be removed do not exist. I updated to the latest release of RFPS and now the checkpoint system is not working properly. Having issues with the Checkpoint system with the latest version.
UNITY REALISTIC FPS PREFAB FORUM UPDATE
Hopefully an update to RFPSP and Unity may help. No idea if I am the only one finding these things happening though I have not heard them from anyone else. I have never really had any of these issues in previous versions to speak of and RFPSP has been really good and stable for me. Seems like a zillion glitches and settings to try and go through/change update and try and discover whats going on all round as there's quite a few of these whats some might see as minor things that kill gameplay experience where they never existed previously. I've tried moving models up/down, settings up/down and so on but to no avail. I have played about with their settings endlessly but I seem to have no effect at all on the behaviours. The player (changes to the colliders/navmesh collider) and enemies are also behaving badly with floor collision as well as some enemies (custom models) now seem to not recognise floors so well and tend to float above it and the amount varies and becomes greater the longer they travel - perhaps a gravity/mass thing I don't know. This happens with both static world model entities (meshes) and standard unity objects used for constructing walls that has never happened before.Įnemies bullets and tracers in particular, visually speaking pass through these walls and leave no impact and they don't actually collide, or the collision is not registering?Īt buildings corners/doorways AI enemies tend to often clip them (despite my upping settings to try and widen their manouvering around obstacles/corners by widening their obstacle avoidance ranges and so on) and when they decide to shoot at the player at a corner if I try and move back from the corner out of sight they often can still see me and shoot directly through the corner of a wall at an angle and their bullet/tracer passes straight through the building wall corner. They do this only in some object instances - the same objects/static that existed in previous versions - no change in the level objects (buildings walls) but they see the player through them and shoot at him - they, their bullets and projectile tracers pass straight through them and damage the player. their obstacle avoidance is poor when close to walls/corners/doorways and they clip through them - and shoot through them at the player. That's good news and helpful particularly since updating my projects to the latest RFPS Prefab V1.27 and the latest Unity versions as I have had a lot of niggling issues crop up from most tags and layers being lost and having to be all found and updated through to AI path finding and collision issues and more.ĪI enemies have problems now with me in recognising many static objects correctly when they did so previously.
UNITY REALISTIC FPS PREFAB FORUM CODE
"I ended up writing new step climbing/step height code for the player controller, so invisible ramps and colliders won't be needed anymore." I am hoping that some of that may be focused on TP Player animations and make me happy It will mostly be an animation focused update, but it will improve the usability and visuals of the asset." "As for the next update the Realistic FPS Prefab, progress is going well.
