Topic: Hitboxes scale its position Y during runtime

I set my character in the character window, create the hitboxes per bone and type and all is correct, but qhen I hit play the hitboxes create by AutoMap has its Y position like scaled by 2 and not corresponding to the ones I config in editor.

I had to patch the HitBoxesScript.cs in the UpdateMap method with this line

   hitBox.mappedPosition = new FPVector( hitBox.mappedPosition.x, hitBox.mappedPosition.y/2, hitBox.mappedPosition.z);
                           
Note the part y/2 in order to fit the hitboxes in the correct position. It works for now but there must be a reason for that so it wont explode in my face later when I change characters or animations or whatever...


I'm using the complete UF2 project but cant get the issue in the code

Any Help??

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