I can boost and save some memory and performance in this way. start up twice after a wait before them before starting unity to ensure all system files and resources are loaded fully then wait before checking Task Manager again. I do this every time before starting unity and most days I have to boot up twice every morning. Unity gets "Tired" "Confused" or similar.Ĭheck Task Manager and confirm system performance and memory is OK. If something in the level or computer system causes performance issues (low fps, code/console errors). If mouse or perhaps key board has batteries make sure they are not low on power.If using a laptop to develop "Always" make sure that the lap top uses the Mains power cable and the mains power is turned on and do not rely on a laptop battery alone.that will reduce performance significantly. Mouse cables can be a pain if they get caught on something - a good shake or moving of the cable can sometimes make a big difference. If using a mouse with cable and possibly wireless mouse too then check they are all working as should be. Mouse and or surface under mouse is dirty or unstable. This I have found can be possibly be caused by a number of things potentially in my case. I get some issues occasionally with the rfps Player and including some spinning (camera) in some levels I may be working in. I will have more updates about the new FPS asset soon.
It's going well, but I have some IRL stuff that is taking my attention right now.
Hope that gives you some ideas.Īs far as progress on the new asset. This was a workaround in earlier version of RFPS that isn't necessary anymore in newer versions of Unity. If you're modifying how the prefab works, you could also replace the PlayAudioAtPos.Pla圜lipAt calls with AudioSource.Pla圜lipAtPoint calls. Either the weapon and player scripts aren't locating this script, or its pooled audio source objects, or there is some other issue. This is the static method that is used to play sound effects at a position in 3D space. Hi ProBrStalker, this error looks to be related to the PlayAudioAtPos.cs script. Hi wanitek1, if you post some of the errors, that would be a good starting point for troubleshooting the issues. Sure, the process is a bit different for the new FPS asset, but it the tutorials will be easy to follow.
#Unity asset store realistic fps prefab how to#
Sorry I don't have a more complete guide on how to do this, but it could be done with some modification of the third person character's Animator Controller. A simpler way, would be to include a third SMG animator state in addition to pistol and rifle holding states for the third person character. You could implement an IK rig, so the position of the hand will stay "glued" to a position on the gun when the player model animates. The default assets will be higher definition PBR style, with more features to be added in later updates. The animation of the first person weapon models will be smoother and more AAA-feeling than RFPS. Thanks JC_LEON, the first version of the new FPS kit will be FPS-focused and will include an improved codebase and workflow.