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i am using unity 2018.3, unable to drag "RagdollManager.cs" into the model, i am getting "the script class cannot be abstract" i dont know how to solve can u please guide me?,
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0
5
퍼블리셔 답변:
6 years ago에 답변됨
Hi,
Dont drag 'RagdollManager.cs' script but one of the 2: 'RagdollManagerHum.cs' for humaniod rigs and 'RagdollManagerGen.cs' for generic. Those 2 are just derived from abstract class 'RagdollManager.cs'.
It's basically a full project, so it's hard to import and has lot's of useless clutter. The developer also practised poor programming, especially for an asset on the asset store. All components are retrieved through game object references in the scene and through tags, meaning that if you remove some scripts it will break the entire thing. It should be converted to a mono-singleton and stripped down so it can be easily integrated into a project. It's a nice asset though, but for someone less capable of stripping it down don't buy it.
DON'T IMPORT INTO AN EXISTING PROJECT
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3
3
퍼블리셔 답변:
8 years ago에 답변됨
Thank you for review and input.
I had to make some scenes and examples and that takes additional code.
To import ragdoll system only: copy 'Ragdoll System' folder and 'Editor' folder to your project.
No tags, layers, input needed. You can enter collider layers from your own in inspector and also enter get up state names from your own ( also in inspector ).
I've watched your videos because the documentation starts out way to technical. Can you make a dummies guide? or maybe even something more simpler. i want this to work in a brawler. it would be great if you could add a simple script to a character and on the inspector you can just hit a few check mark boxes like, make char act like dummy, should get up or not , and thats it. otherwise its torture trying to understand everything, especially with no video that has sound where you explain it. maybe a newbie tutorial. i kinda see what you are doing, but have really no clue where to start in putting it in a game where the 3rd person im using can punch characters who can have dummy reactions, and eventually fall down and get up. can u help with that? thanks.
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0
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퍼블리셔 답변:
8 years ago에 답변됨
How can I make it simpler?
If you call blendToMecanim() - character will get up . Otherwise will not.
Keep in mind that if you use some of the example scripts, I made so that blendToMecanim gets called after few seconds. Delete that line and it will not get up.
Contact me on email for help if you like.
T
Excellent Script
8 years ago
Tecnomarcio이전 버전 2.5
Unbelievably professional and functional script, ragdoll and hit reaction works fine, however I'm having problems with bool isFullRagdoll and isGettingUp that do not update after blendToMecanim, they remain true.
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0
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퍼블리셔 답변:
8 years ago에 답변됨
Hi, if you have any questions - contact me on email please.
N
Very useful Asset with good support and Active developer
8 years ago
Novacane89이전 버전 2.4
Thanks to this package i could ditch my "Hit Reaction" animations and tidy up my Animator controller state machines. I am using this with Realistic FPS Prefab and got it working nicely after a little bit of consulting with the developer and testing .
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0
Great ragdoll manager that is very fair price compared to some alternatives out there. Includes lots of example scenes to see how things were done.
I wrote custom playmaker actions so you can use this with playmaker free: https://github.com/dumbgamedev/hitmanager_playmaker
On github it has links to my youtube channel with tutorials on how to use these custom actions with playmaker.
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4
0
Awesome plugin if you need to blend from Mecanim to Ragdoll and back.
Allows great control and works with rigid bodies now as well! Mario provided a great support and provided missing feature really fast and helped me with getting it all working, really awesome support!
The plugin works just fine with Playmaker as well, just use Invoke Method action.
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Overwrites entire physics configuration with its own.
Contains a lot of physics layers.
Code is entirely dependant on those physics layers.
Code is not commented or easy to read in a way that would make learning form it feasible. It seems almost intentionally obfuscated.
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1
4
퍼블리셔 답변:
9 years ago에 답변됨
Hmmm, I dont know what you mean. You need only two layers for ragdoll system and you can assign the ones you like in inspector.
Whole project requires many setup (layers, tags etc.. ) for package scenes but if you want ragdoll system only - you copy RagdollSystem folder to your project and only assign two layers ( ColliderActive and ColliderInactive ).
That is why I recommended to create new project when importing package and later you copy RagdollSystem folder plus Editor scripts to your project.
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