Unifies gravity, dead zone and sensitivity for all movement inputs across all players Adds better pause events, with clear separation between pause and unpause, as well as a safe frame on pause exit Improves the robustness of Cinemachine vcams follow/unfollow behaviour Adds better pause sequence, and the TogglePause event type ![]() Adds an option to have the 3D aim reticle follow slopes, and to have aim act accordingly, letting you shoot at higher/lower targets ![]() Adds weapon driven direction support to CharacterOrientation2D, on all axis, not just x Improves the way relative speeds animation parameters are computed Adds a StopAllLoopingSounds method to the SoundManager Good news, I've just pushed v1.7 of the TopDown Engine to the Asset Store.Īs usual it fixes all bugs known to date, updates MMFeedbacks, Inventory Engine, and adds a few QoL features. Ive added the screenshot of this happening, and showing that the Koala prefab, using Minimal2D scene and my grid is in constant falling state? I cant figure out how to fix this or why is my default state not idle. Ive created a small test stage using tilemap 2d and set the ground layer to Ground and set tilemap colliders as well, but the default state is still falling. Although I dont have any falling animation in my character. Space bar changes it to "Jumping" but rather than going back to idle, it goes back to falling. When the Koala2D is in its own scene its movement state is Idle - as it should be- but when I use that character in my own scene the default state is "Falling" Ive created the characters based on the autobuild 2D character and copied everything from Koala2D as I used that scene as a guide. ![]() No matter what I do my characters Movement State is "Falling" So I searched this thread and I am the only one who seems to be having this problem.
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