After the recent update to Lumberyard v1.14, I decided to try the “Getting Started” tutorial located here:
There are a few minor differences in file locations, but I managed to find the assets fairly easily. I didn’t run into any trouble until the short video on “Adding a Character Controller”.
After adding the PlayerSlice and CameraManager to the level, using ctrl-G to start up the level worked. However, my results were different than what is seen in the video. I end up with a fixed camera view from the location of the CameraManager.
I moved the CameraManager around until I could see the player model. This did allow me to verify that the player input was working – the player model reacted appropriately when turning, jumping, but it only displays the running animation when attempting to move. I did not see the view from the camera on the character model.
The PlayerSlice does have a camera. The camera appears to have the tags, “Camera” and “PlayerCamera”.
The CameraManager has the “InitialCameraTag” value set to “PlayerCamera” and the “PlayerCameraTag” set to “PlayerCamera” as well. hrm . . . the CameraManager script has the ‘ActiveCamTag’ set to “ActiveCamera”. Is the player camera set as the ‘active camera’?
I appear to have two cameras in the game. These are ‘named’ the “FlyCam” on the CameraManager and camera on the PlayerSlice. The camera on the PlayerSlice has the flag/boolean “Start Active” selected/checked. The “FlyCam” is also set to “Start Active”. Perhaps both are considered an “ActiveCamera” and it is using the FlyCam?
If I set “Start Active” to ‘false’ on the “FlyCam” and run the level, I do get the view from the player camera. =)
The movement on the model looks like it could use some adjusting. When I attempt moving the character (wasd) I do see the running animation, but the character doesn’t go anywhere. In addition, the running animation stops after about three steps. I guess the animation runs once and stops. The character model animates running, but does not go anywhere.
As important as a character controller is, perhaps at this stage of a ‘getting started’ tutorial a simple flying camera to look around the level might be more reliable. I will try and finish up the rest of the tutorials and maybe along the way this will be fixed and run properly. However, I expect a more advanced tutorial specifically for setting up and running character controllers would be more useful for diagnosing and correcting these problems.