Hi,
This is caused due to the rifle mesh of MFPS and the customizer one are not the same,
you should not have this problem with your own weapons.
If you want to use the MFPS default rifle, then you can apply this fix:
in the script bl_AttachmentsPositions.cs -> add this variable:
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[Header("Settings")]
public float transferSizeMultiplier = 1;
then in bl_CustomizerWeaponEditor.cs -> Transfer() -> replace these lines:
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clone.transform.localPosition = data[0];
clone.transform.localEulerAngles = data[1];
clone.transform.localScale = data[2
with these:
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clone.transform.localPosition = data[0] * _CustomizerWeapon.Positions.transferSizeMultiplier;
clone.transform.localEulerAngles = data[1];
clone.transform.localScale = data[2] * _CustomizerWeapon.Positions.transferSizeMultiplier;
Replace:
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clone.transform.parent = networkTarget;
clone.transform.localPosition = data[0];
clone.transform.localEulerAngles = data[1];
clone.transform.localScale = data[2
With these:
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clone.transform.parent = networkTarget;
clone.transform.localPosition = data[0] * _CustomizerWeapon.Positions.transferSizeMultiplier;
clone.transform.localEulerAngles = data[1];
clone.transform.localScale = data[2] * _CustomizerWeapon.Positions.transferSizeMultiplier;
Finally, in the Customizer scene, select the SMG customizer instance under: CustomizerManager -> Root -> SMG, -> bl_Customizer -> Positions -> Set the "Transfer Size Multiplier" to 0.1,
then transfer the attachments again and it should setup the attachments correctly.