1

(6 replies, posted in General)

I can't tell from their Asset Store description - is Final IK a realtime solution only, or does it also allow you to bake new animations created from their system (i.e. into a new clip)?

UFE currently uses Unity Animation Clips.  In theory, it should be possible to dynamically change the animation clip with Final IK at runtime.  And I suspect hitboxes may even behave as expected (move to new positions based on Final IK).  However, I have not tested this so I can't confirm.

I would expect odd behaviour from Rect hitboxes (so stick with Circles for now).

2

(2 replies, posted in General)

It depends on the type of commands you want.  If you want a command to be down-forward + 1 (not Down, then Forward), that is possible by just adding that to the Button Execution for the Move's Input.

If you want more precise control over the Sequence for the command (e.g. down-forward X 2, then Punch), then you'll need to mod in recognition for diagonal inputs.  Check AbstractInputController.cs, and anything that references it.  This isn't easy though, as there's quite a few tricky scenarios to consider.

However, we will have diagonal inputs in an update - possibly the next one.  But there's still no solid date for that yet, sorry.

3

(2 replies, posted in General)

The easiest way to deal with this is to have both victim and attacker animate their turnarounds at the end of the sequence, so when it blends into the idle pose it's unnoticeable.  You may also need to adjust blending rates for the moves.

Regarding the victim animation, you may still be able to get away without animating the turnaround though. You can trigger different get up animations to suit.  For instance, Default Knockdown may have character starting by lying on their back with feet to opponent; High Knockdown may have character on their stomach with head towards opponent.  See "Stand Up" section of Basic Moves.

4

(3 replies, posted in General)

Unity itself has no real limitations.  It's all about the target platform really. 

But here's some figures to help guide you:

  • SF4 averages 20k tris from memory (16k - 24k depending on the character).

  • MvC3 averages about 25k, but they can have up to 6 characters on screen at once.

  • GGXrd is 60k average, but they're a special case (with a very specific shader/animation requirement).

Most current generation hardware should be able to run with 40k characters fine, maybe even higher (80k works fine on my 2 yr old machine, for instance).

The most important thing to consider is balancing with the background as well.  So keep all those things in mind.  You can get really good looking models that are well under 12k if you also have really good normal maps, spec maps etc.  Also, a good shader is important, especially something that can do Sub-surface Scattering (look at Shader Forge, well work it's price tag).

5

(1 replies, posted in General)

You can delete the UFE Gradient script if you're not using it for anything.

6

(1 replies, posted in General)

There's a couple ways to do this.

1 - Create your own script inherited from UFEScreen.  Make this script handle multiple page UI prefabs (similar to a menu prefab that has multiple screens).  Then create the UI prefab with the the conversation on multiple screens and have the script switch to the next one as the conversation continues.  Just ensure the final screen also goes to the next UFE Screen or Battle.

2 - Similar to above, except instead of manually creating the UI for conversation screens, you make the whole thing a more modular system.  For instance, your inherited UFEScreen script can have a string array for the conversation, and each string entry is a conversation screen.  Then you just need to make the script add the text to the Text UI component in the UI prefab, and update for the next screen when pressed.

It's also possible to extend the last idea to allow multiple viewpoints in the conversation.  Just create an image array for character portraits, then assign the appropriate portrait to each entry (match it up with the conversation array).

Since you're making a tutorial though, I would probably just create that UI Prefab so you have full control over how it's displayed.  It's not necessary to make that system modular just for the tutorial.  But if you want to make many tutorials, then modular is the way to go.

7

(2 replies, posted in General)

You could make it part of the main menu, so that the current screen is accessed only after Pressing Start on the first screen.  But that's probably more cumbersome and also requires a fair bit more coding to control the main screen (though not too hard).

A better approach is to create a new UFEScreen variable for PressStartScreen, expose it in the GUI Options and set UFE to always go to this screen before the main menu (and maybe Back from main menu goes to PressStartScreen?).

There's some coding required, but most of it is copy/paste so shouldn't be too hard.

8

(19 replies, posted in Tips & Articles)

knightgabriel4eva wrote:

i cant seem to fig out how to mirror projectile..
not even sure where to look for.,...

ControlsScript.cs, look for where the Projectile Options are applied.  It's basically the same principle, but you might also need to use ProjectileMoveScript.cs for the actual projectile.

hollysephiroth wrote:

Is there a way to mirror Particles used on On Hit effects ?

Yep, definitely possible.  You just need to apply the same changes to the Hit Effects options in Global config, and maybe also in your Override Hit Effects options in Move files.

9

(8 replies, posted in Source Coding)

mohit wrote:
YumChaGames wrote:

Of course, you just need Source.  The files you need to edit are MoveInfo.cs and MoveEditorWindow.cs.  I can give a quick tutorial on what you'd need to do to get it all working if you get stuck.

If your info is just a string, you could use the Description field if you're not using that for anything else.

Could you please give tutorial of this. As i want to change move in run time through codes in scripts. I haven't find any idea to do this. Please provide some tutorial about this.

It's really not too difficult.  What have you tried to do so far?

10

(8 replies, posted in Source Coding)

Sorry, I'm really late to this one!

johndman wrote:

Got a question about doing this.

What happens if I update UFE to a new version? I will of course have to update the source files for the new version of UFE. But is there any chance I might lose the custom data stored in the old move files? Anything I need to be aware of before updating to a new version?

Yes, the old move files will be overwritten with update UFE versions, so you will lose your old data.  The best approach would be to have your project already backed up in a version control repository, so when you update UFE you can see the changes and manually merge your old stuff with the new.

11

(5 replies, posted in General)

Actually, yes.  One of the updates in a previous version had prevented specific body parts from working for invincibility.  This will be fixed in the next update.

12

(6 replies, posted in General)

sad

This might be bad news.  Sounds like Unity had an issue opening the project?  Are the files/assets still in the folder locations?  Unity doing a re-import of assets isn't a bad thing, but it might mean you'll need to reconnect everything back up again (and maybe adjust any missing settings; with UFE might mean complete move data sad).

This is a reason why you should do regular backups of your project.  It's one of the main reasons I'm on Mac, so I can just let Time Machine handle all that stuff for me.  I've had to revert some projects to a backup copy a few times now.

I also highly recommend some form of source control, either SVN or Git.  SVN is better if you also want to backup non-code files, but Git is fine if you just want to back up your code/UFE assets (Global/Character/Move/AI files).

13

(8 replies, posted in General)

Cool.

Also note, that with Unity's UI, child and lower objects are rendered on top of other objects.  So if you have anything that overlaps a button, even if it's transparent, you should place it above or as a parent of the button you want to press. Note how default buttons you can create will have a Background image element as parent and the Text as a child.

14

(8 replies, posted in General)

Hmm, sounds like that image is blocking ray casts to the button colliders?  In theory, anyway.

Have you tried removing that image to test?

15

(6 replies, posted in Animation)

Grab this iOS game and see if you can skip the video?  This is essentially a base UFE project (with the 2D mods mentioned here). 

Have you tried testing just a default UFE project?  If that doesn't work, the problem might be your devices or build process...

16

(6 replies, posted in Animation)

SudhirKotila wrote:
YumChaGames wrote:

Your video format will depend on what platform you target.  Look in the StreamingAssets folder for the formats supported.  Also look at the VideoIntroScreen prefab and its script for how to use a video in your GUI screen.

Hi YumChaGames,
I have facing problem with IntroVideo,
Intro video not skippable in any device, It is skippable in Unity Editor.
How can i reduce this issue can you guid me for resolve that?
Thank you.

Are you talking about the UFE intro video (sphere particle electric thingy), an intro video you created yourself, or something else?

17

(8 replies, posted in General)

Hmm, how customised are your menus/screens?  Have you tried a default menu and see if that works?

I know the default UFE stuff works as is, and I've never had an issue where it doesn't work on Mac.  Touch screens are usually the trouble spots, but even those are easy to resolve with some trial and error (and ensuring touch detection is set up correctly).

18

(4 replies, posted in General)

Check you are applying the correct Avatar to your character's Moveset.

http://i.imgur.com/ZJUWgW2.png

The Avatar file is located inside the imported character's file (expand to find it).

19

(8 replies, posted in General)

By default, everything should work with both mouse input and controller input.

It might be how you're creating your menus.  Which menus are the problem?

20

(6 replies, posted in Animation)

Your video format will depend on what platform you target.  Look in the StreamingAssets folder for the formats supported.  Also look at the VideoIntroScreen prefab and its script for how to use a video in your GUI screen.

21

(2 replies, posted in General)

It's possible, but that's quite a bit of modding you'll need to make.  I'd start with PhysicsScript.cs and maybe something about the stage (maybe you need more colliders, not just the ground plane?  Not sure).  I'm guessing it'll be easier to have some other script (like a StageScript) that communicates with PhysicsScript and you control the bouncing via that.

If you do add more colliders, just be aware that's eating into Unity physics calculations, which currently there is only 1 of (checking if you're grounded).

22

(1 replies, posted in General)

Yes, open your Global Config | Hit Effect Options.  You'll see an item for Parry Hit Options.

23

(1 replies, posted in General)

Yes.  http://www.ufe3d.com/doku.php/move:chainmoves

In the "parry" move's Chain Links options, create a New Link with Link Conditions as Counter Move, then in Counter Move Options, uncheck Any Hit Type and change Hit Type to Overhead.

As long as your overhead attack is marked as an Overhead hit type, then this should work.

24

(3 replies, posted in General)

Are you playing the correct scene that has the right config file assigned to Main Camera?

25

(3 replies, posted in General)

Have you assigned it correctly to each character's Story option?