51

(2 replies, posted in UFE 1 (Deprecated))

You probably don't want to have Sound Effects and Music on the same source.  You have far less control over either of them that way.  I would still keep them separate, but just make both Output to the same mixer group instead.

You might need Source version, which I assume you have if you've been able to put sound and music onto the same audio source.  I've tried to find scripting references for using Audio Mixers, but I'm not having much luck.  It is on the cards for one of my projects, so I'll return here with my findings once I get up to it.

52

(10 replies, posted in UFE 1 (Deprecated))

I think the issue is still kind of a root motion one though.  Because it looks like your character's transform isn't being moved during the throw (so stays in place), which then causes UFE to think the position to apply the wake up animation is that spot and not where the character model looks like it is.

Did you try viewing with gizmos on to see if the transforms are actually moving?...

53

(23 replies, posted in Showcase)

Nice! How was the reception?

54

(10 replies, posted in UFE 1 (Deprecated))

Can you show a video of what's happening and the issue?

UFE 1.6 is currently only compatible with Unity 5.0.x.  Unity 5.1.x has some issues at the moment.

You can only link to images, not post them directly to the forums.  You can use imgur.com to upload images.

What version of Unity are you running?

Can you post a screenshot?

58

(10 replies, posted in UFE 1 (Deprecated))

Actually, that sounds more like the issues is you've root motion in your throw reaction and the opponent isn't actually move (they're animation is).

While running the game in the editor, turn on gizmos display in the Game view.  Do the throw and see if you see the opponent's position change with the animation, or if it stays in place while the animation is playing...

59

(10 replies, posted in UFE 1 (Deprecated))

Do you mean after the throw the opponent gets up the wrong way?

1.5 is only compatible with 4.6.x, and even then I'm not too sure how compatible it is now.  But 4.7 will likely have some changes that might break some things.

Sorry about the lack of 1.6 for Basic, we're having some issues with packaging that version at the moment.  Hopefully we'll have that sorted soon.

Also, check your PMs.

I'm not familiar with how Spine exports to Unity.  If they are using Unity's animation system, and if they use a hierarchy of transforms to control character movement, then it might be possible to use those transforms for your hitbox setup.

See this 2D experiment for information on the theory behind using 2D visuals.

EDIT:  I just read some more about Spine.  It looks like the Spine skeleton is just a GameObject (and "can be used throughout Unity like any other GameObject").  This means that as far as generating hitboxes goes, it should be possible. 

So, the only question now is how they control animation (does Spine use Unity's Animation component, or their own plugin/runtime to do so)?  As you'll need either Legacy or Mecanim animation support to be used with UFE.

What version of Unity and UFE are you running?  If starting a fresh new project and re-installing UFE doesn't resolve this, then there's something wrong with one of them...

In theory that sounds about right to me, though I'll admit I haven't tried it myself yet.

What is the reason Unity Input Manager or cInput won't work for you?  If you're on a Touch Screen, Control Freak is also supported...

64

(4 replies, posted in UFE 1 (Deprecated))

Oh sorry, I skipped the first post. tongue

ControlsScript.cs and InputController.cs are main ones.  Maybe some others too, but you should be able to find the references from those two at least.

Yeah, this is a common problem when two asset creators don't use their own name space wink.

The best approach is to rename one of them and also rename all instances of its usage.  Just be sure you change the correct files for renaming.  Easiest method to ensure this is to only have UFE installed first (remove Particle Playground), rename all the Gradient references (maybe call it UFEGradient?), then once that's all working fine you can install Particle Playground again and any duplicate issues are resolved.

66

(15 replies, posted in Showcase)

Falling through ground typically happens if you haven't set up the stage correctly.  I recommend looking at the default TrainingRoom prefab to see how it's done.  Probably the simplest approach is to modify that into your own stage (just hide/disable/delete the "room" mesh; the important component is the Plane that is in the Ground layer).

67

(4 replies, posted in UFE 1 (Deprecated))

It's already in the upcoming features list.

If you're just running the default Scene (/Assets/UFE/Scenes/TrainingRoom.scene), then you shouldn't be getting any issues with characters falling through the ground.

Try starting a new project and ensure you haven't changed anything (don't touch anything in the Hierarchy view, so you're not moving anything around; and don't edit the TrainingRoom.prefab object in /Assets/UFE/Stages folder).

Also, see this post on stage creation to understand more about how UFE sees the Ground plane.

69

(1 replies, posted in UFE 1 (Deprecated))

Double check that in the build version (not the Editor) that your music and sound settings aren't turned off (check the game's Options menu).

Also, is the build on web player by chance?

70

(12 replies, posted in UFE 1 (Deprecated))

Are you sure it's any mode?  I haven't seen this yet, but the only mode I haven't tested thoroughly is Story Mode...

Also, have you modified any scripts (UI ones, mainly) that might be affected by this?

Ah!  Looking at your Character Select Script screen shot, it looks like you've got portrait 0 in there twice (element 0 and element 8); & portrait 7 is in twice as well smile.

72

(1 replies, posted in UFE 1 (Deprecated))

If you're making your own definitions, it's best practice to disable any Auto abilities as they can interfere.

See how you go with Auto Attack and Auto Block disabled (and create your own definitions for those conditions).

If you temporarily re-order your characters, is it still the 1st that doesn't appear?

74

(7 replies, posted in Tips & Articles)

Hmm, this is probably the one thing I would think any method is viable!  Off the top of my head, here's some ways to do it:

  1. Create an announcer variable for KO and/or create KO language; then fire an alert for each when the last hit is done

  2. Create a GUI for KO, but you'll also need to create the GUI Screen prefab and corresponding code (a fair bit of work), then to also call the screen up at round end

  3. Similar to Option 2, but instead of making it a new GUI screen, attach it to Battle GUI prefab and just use the Battle GUI script to enable it on round end (disable it at round start).

I would say Option 3 is the best method, possibly with the announcer from Option 1.  It will give you the most control over how the KO message looks, and requires the least code to get working.  With some gusto, you might even be able to animate it...

75

(1 replies, posted in UFE 1 (Deprecated))

Actually, yes.  The ground plane is the only collider in the scene that will work with Unity's Physics, so a rigid body attached to a projectile will actually work.

Just be aware that in doing this you'll be relying on Unity's physics system to simulate the bounce - so you could get inconsistent behaviour (as opposed to controlling the bounce yourself).  You'll also need to adjust the default Physics Gravity value to suit.