so i would still think it is polite to thank him for introducing the technique to the vrc community sometime during distribution. you do not have to do this. it is just my comment, as a fellow community member
however, the concept of particle death animation and the responsible mechanics have been revealed to you by a long causal chain that leads back to retro.
Right, well, the chances that the person was not using assets directly distributed by us is actually exceedingly low. it's great that you did not need to directly reference our assets internals to create this.
You already mentioned that you owe credit to your friend that introduced you to the technique. Who is that friend? We can actually just check how they learned it and end speculation
Using that property to drive independent movement on a child object is a leap from seeing it used in an a walking animation, especially since child objects are not typically avatars
If you had never seen and still done this, then you could honestly claim you are not being impolite. But no, you interacted with the prior system, even if you just saw an end user, which led to your design. so it is merely polite to credit
Of course it is. But you should be polite to the person that introduced the technique. You "creating it again" isn't done in a vacuum, as is self evident. You saw someone else's technique
There is *nobody* in vrc that uses a particle death button menu that has 0 interactions with our work. it's just incidental. we're not kings of unity, it's just a fact that the information came from somewhere. please be polite
We're not saying you can't do this. I'm suggesting it's impolite and it would be polite to give credit. Especially because if you saw someone do this and decided to replicate it
You saw someone do a thing based on a clear source of information, you gleaned the technique, and then absolved yourself of any need to credit the person responsible for your ability to glean in the first place.
" the community did" that is where you are wrong. this method was not used before retro did it and published it. same with particle death animation. anyone could have done it. one person did
Uh the looping root motion method was first published by retro and if it's been used on avatars for ages you would be able to show some cases that didn't originate from retro, right?
The naming convention I'm talking about is the use of an object called "Set", which is kind of a shot in the dark for words to use when combined with the type of system this is
The chances that you originally came up with the method without interacting with the person that introduced it, over 2 years ago, is slim and I don't believe it if you were to make that claim. How did you isolate yourself so well?
This package was clearly inspired by older releases of people in the community and you should at least drop some credit somewhere. This is also obsolete now
Retrogeo came up with the particle death animation method you are using, you definitely did not come up with that originally. Furthermore, some of the naming conventions you use, I recognize from my own packages.
you likely have an offset that puts your worldSpace object into an incorrect position. The baseline behavior should be frame-perfect stability outside of the mirror.
I was the one who came up with this particular method, which was based on a previous method that involved an entire humanoid avatar. Just tore everything down until it broke, because it didn't make sense to me why you needed the entire humanoid. Anyway, this does indeed crash unity when you drop the script into a component. I'm not so sure you need a script for this, in the first place! It's just a normal world fixed joint with a blank animator on it, and root motion checked. You could make a prefab of the world fixed joint object, as configured, and I think that would be more understandable for people
@Red134 You've definitely missed the purpose. I used the mechanism in this prefab to make 2 different types of projectiles that have sound on collision, an inventory, and a bow. You're just doing it wrong
@Red134 The detonation is triggered manually, but the sound and other effect objects are where it detonates. There is collision handling on the projectile, so you would detonate it when it collides with your target.
I'm down to replace the walking animations with anything else if someone makes a claim for it. The walking animations are not critical to the function of the drone.
@Rokk The walk_fw and walk_bw animation clips are from a package named "Custom Humanoid Animator". I no longer have that package, no any links to obtain it, just the walking animation files. I don't know who made that package or how they treat distribution. I have no information at all about it. Since you seem to have the same package, do you know who made it