Add Fishing State to Character

In this step by step we will cover how to include fishing state in a already working character

I'll be using AC 1 - PlayGround Human (1 - Holsters) scene and Steve as an example, but this will work for any character.

  1. Select Steve Player and drag the Human Fishing State in the indicated area

  1. Drag the state down so it has low priority then Death State

  1. From the Prefabs folder, grab the Fishing Caster and make it a child of Steve's Internal Components

  1. Reset Fishing Caster position to his prefab values (you can fine tune that later)

If you have gizmos on your scene will look like this, good, this means that Steve already has the fishing caster, that big blue sphere if what he will use later to detect water.

  1. Now let's add a Mode for the fishing Rod, in the Animal Controller component, select Modes tab, click on the + sigh to include a new Mode, and select the Fishing Rod

  1. We now need to add the two abilities for the mode FishingRod Cast and FishingRod Reel, you can type the names and indexes if you want, but the easiest way to is by opening Player Fisher prefab e right click and copying the values from the inspector using the right click.

  1. Just like you did with for the abilities, copy the Fishing IK from the Fisher Player Prefab into your new character, this will be useful for the hand swap and for the reeling ability.

  1. Add the Fishing Rod Reeling Stance, you can also copy the values from the Fisher Player Prefab.

  1. Now select the Steve on the scene, and in the FishingRod Reel ability go the the Events tab and link it with the fishing caster. Make sure that you are selecting the fishing caster that it's the child of the character, and not a prefab. Link it like this:

On Fishing Rod Reel Enter -> FishingReeler.ReelActionStart

On Fishing Rod Reel Exit -> FishingReeler.ReelActionEnd

  1. Replace Steve Human animator with the Fisher Animator.

  1. You can now drop the fishing rod collectable in the scene and Steve will be able to equip it like any other weapon, we are now only missing a fishable water area!

  1. Replace the water in the scene with the "Fishable Water" prefab.

Revert it to prefab values if you want to be place it exactly where the previous water were

You can now use the pool in the scene to fish like a pro! Enjoy!

Extra step, drag the UI prefabs into the scene so you can have a UI example of the fisher timer and also a message showing the data of the fish you captured.

Make sure that the transform values are identical to the prefab, revert if you need to

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