i'm helping on a game for WEBGL, gotta see if any of this problems show up!
This problem did show up!
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Universal Fighting Engine Forum → Posts by StriderSpinel
i'm helping on a game for WEBGL, gotta see if any of this problems show up!
This problem did show up!
i tried to use it too, but i think is not fully working yet.
i'm helping on a game for WEBGL, gotta see if any of this problems show up!
I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.
i'm trying to create logs, but i can't, the file doesn't show up on the assets folder or the game folder (when i make a build)
I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.
ok. all the characters use the same rig and the same collision boxes, of course the moves are differente except for some basic moves like getting hit or jumping. the only thing i've seen a bit more consistent is that the game tends to desynch when canceling moves on combos.
thanks
Did you run the animation mapper?
(http://www.ufe3d.com/doku.php/global:ne … p_recorder)
After running the animation mapper, make sure you also toggle "Use Animation Maps" under Character Editor -> Move Sets.
Yes, i've done that.
Yes, i'm using the latest version, is a work project, the ufe itself is not heavily customized, is almost out of the box. Other parts of the game are way more complex and they lead you to the ufe fight, but the fighting engine is not so changed.
Thanks!
Hi, i'm testing some online gameplay but my characters always desynch, it throws this error:
Synchronization Lost!
Frame: 1382
Expected State: [FluxSimpleState | info = [P1 anim frame = 744.4, P2 anim frame = 668.4, Distance = 20)] | frame = 1382]
Received State: [FluxSimpleState | info = [P1 anim frame = 708.4, P2 anim frame = 668.4, Distance = 19.30555)] | frame = 1382]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)
another example, the values are just different.
Synchronization Lost!
Frame: 8928
Expected State: [FluxSimpleState | info = [P1 anim frame = 734.2, P2 anim frame = 698.3, Distance = 12.33508)] | frame = 8928]
Received State: [FluxSimpleState | info = [P1 anim frame = 757.4, P2 anim frame = 343.7, Distance = 3.761135)] | frame = 8928]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)
some other times the game just doesn't desynch... and when using Ethan the game also doesn't desynch.
Any help? what am i doing wrong?
Thanks!
It looks really cool! excellent work with the sprites!!
Animelee had customization options for their game. Maybe you can contect them through here.
http://www.ufe3d.com/forum/viewtopic.php?id=768
(eeeehhh 400th post!)
Just like how you can turn on and off damage scaling, is there a way to let a move ignore juggle scaling?
If not, I'd greatly appreciate it in an update in the future, as it would make a lot of my flashy moves connect more consistently if juggle scaling was on a per-move basis.
You could use the juggle weight overwrite in the moves properties... but i guess it can help just a bit.
Congrats on the article, those are hard to get!
Indeed! lukcy we got one!
Thanks!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Found an old post by me the same setup still works in the current ufe version
FreedTerror wrote:I'm able to make an air move transition into another move on landing using chain moves.
I've tested this in ufe 2.2.1
in your air move disable cancel move on landingin the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution)
in the landing move go to player conditions and set the state to stand and it should work
Gotta give it a try!!
Here's a little note on the game. It's auto translated, but you can get the idea.
Amazing!
this creates a new story modes or alter the defualt one?
Mostroscopy is available now on the Google Play store!
https://play.google.com/store/apps/deta … ostroscopy
Please give it a try!
Here's a little clip about how to Play Mostroscopy:
Tried it, great job especially with the animations and presentation. Also no loading of any kind on my phone which is impressive given the graphics, the only problem is the touch control not appearing on my screen.
Be ready with answering people when is the rollback once you roll this out to the public.
Thanks a lot pr playing it!
yeah, the touch controls worry me a bit because they show up only in certain phone models and nobody seems to know why.
I got them almost working with this:
http://www.ufe3d.com/forum/viewtopic.php?id=2363
nevertheless, it's gonna be a common problem
Universal Fighting Engine Forum → Posts by StriderSpinel
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