![]() WeaponBehavior.FixedUpdate () (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:347) It says some errors when I reload the guns: WeaponBehavior:Update() (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:559) WeaponBehavior:Fire() (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:658) UnityEngine.MonoBehaviour:StartCoroutine(String) UnityEngine.Animation:CrossFade(String, Single, PlayMode)Ĭ_Iterator8:MoveNext() (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:695) Please attach an animation clip with the name 'Fire' or call this function only for existing animations. WeaponBehavior+c_Iterator9.MoveNext () (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:860) WeaponBehavior:FixedUpdate() (at Assets/!Realistic FPS Prefab Files/Scripts/Weapons/WeaponBehavior.cs:343)īy the way, hadn't got too much time so I didn't tried the second example to fix the weapons (one where I have to recreate the weapons).Ĭlick to expand.Looks like the problem is with the animations. There are two things to check:įirst, in the project window, could you please click on the AK47_Anim and MP5_Anim models in !!!Realistic FPS Prefab Files/Models/Weapons/ and then check that in the inspector that the MP5_Anim Import Settings->Rig->Animation Type is set to Legacy? You can undo the changes you made to WeaponBehavior.cs (delete the comment dashes). Then, in the Hierarchy window, could you select !!!FPS Main/FPS Weapons/MP5/MP5_Anim and on the inspector tab in the animations component of MP5_Anim, expand the Animations arrow? The size should say 3 and the animations below it should be Fire, Reload, and Ready. ![]()
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December 2022
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