Re: Moves assigning at runtime
There are no built in ways to dynamically change the loaded moves, but if you have the Source version you can take a look at the file MoveSetScript.cs and read how the moves are loaded. Ultimately, the current loaded moves are stored under the MoveSetScript.moves array.
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Re: Moves assigning at runtime
Then is there any method which allow us to rotate camera with time not just transfer camera from one point to other. i just want to make a cutscene and want to move camera as it works in tekken 7 or MK11. like in some combos camera rotate with hand until hits the enemy.
Re: Moves assigning at runtime
Then is there any method which allow us to rotate camera with time not just transfer camera from one point to other. i just want to make a cutscene and want to move camera as it works in tekken 7 or MK11. like in some combos camera rotate with hand until hits the enemy.
Look at cinematic options:
http://www.ufe3d.com/doku.php/move:cinematics
Among the options, you can use a prefab that has its own camera control (like Cinemachine).
The tutorial bellow teaches how to use Cinemachine with Story Mode. You can try adapting the code to be used on a detachable prefab.
http://www.ufe3d.com/forum/viewtopic.php?id=3724
PS: This is a different topic from what you started. Next time you post a new question please create a separated thread.
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