working capes again

got the capes working on mount and while he runs, huge hurdle. turns out there was an override in ummorpg player.cs that goes to the default animator controller instead of any children controllers in use. by adding && != “Cape” we can bypass this override and use the animator controller as desired.

Animator anim = go.GetComponent<Animator>(); if (anim != null && != “Cape”) { // assign main animation controller to it anim.runtimeAnimatorController = animator.runtimeAnimatorController; // restart all animators, so that skinned mesh equipment will be // in sync with the main animation RebindAnimators(); }

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