Re: UFE 1.8 Official Thread

MrPonton wrote:

Got it, it was an issue with my PE. Now, however I've noticed that the Impact Prefab isn't being mirrored by the way. Verified that on both left and right sides with Mirror on Right Side enabled it shows the Y rotation of being 0.

Yeah you right. I forgot to add that option to the impact prefab. I'll add it to the upcoming features page. Thanks for reminding me.

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Re: UFE 1.8 Official Thread

KRGraphics wrote:
MrPonton wrote:
Mistermind wrote:

The problem isn't really in the option, but rather how particle effects behave on their own. Like the suggested mod made by YumChaGames at the time, it basically forces the game object to rotate 180 degrees, but the components and math done to create the particle effect inside can easily override that treatment:

if (particleEffect.particleEffect.mirrorOn2PSide && mirror > 0) {
                        pTemp.transform.localEulerAngles = new Vector3(pTemp.transform.localEulerAngles.x, pTemp.transform.localEulerAngles.y + 180, pTemp.transform.localEulerAngles.z);
                    }

Since the game object is only acting as a container, the effects you are using are most likely using their own behaviors to guide themselves on the screen.

Got it, it was an issue with my PE. Now, however I've noticed that the Impact Prefab isn't being mirrored by the way. Verified that on both left and right sides with Mirror on Right Side enabled it shows the Y rotation of being 0.

By the looks of this, there is no permanent fix to this problem? Then how do we get around this issue with the lower versions of UFE? I was looking at the mod that was made and I'm not a programmer but it looked like it would have been something I added to the new builds.

Also that mecanim mirror bug is driving me crazy. Same with the animation of the character standing between rounds, the character will just pop up. Hopefully that will get fixed.


I'm not exactly sure what you're explaining, concerning the problem at hand.

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Re: UFE 1.8 Official Thread

There was an issues with stand up animations, not triggering between rounds. And for particles, I hope this will fix my issue where particles from hit effects were going the wrong way on the P2 side

Re: UFE 1.8 Official Thread

I am getting error message after i update to the lasted release

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Re: UFE 1.8 Official Thread

timmcgee2001 wrote:

I am getting error message after i update to the lasted release

It would be helpful if you could provide the error message being displayed. smile

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Re: UFE 1.8 Official Thread

I updated it no I getting a error message ?

Hello How do I fix it

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Re: UFE 1.8 Official Thread

copying temp export

The process cannot accesss the file because it is being used by another process

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Re: UFE 1.8 Official Thread

timmcgee2001 wrote:

copying temp export

The process cannot accesss the file because it is being used by another process

Could you provide a screenshot as well? I haven't had this problem in UFE before. Is the project location in a place that you have user access to?

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Re: UFE 1.8 Official Thread

how do? i add a screen shot i have two screen shot

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Re: UFE 1.8 Official Thread

Is 1.8 working with Unity 5.5 or should I wait? There is a lot I want to update, especially graphically...

Re: UFE 1.8 Official Thread

It said the associate script can not be loaded please fix any compile errors and assign a valid scripts

also

assembly csarp first pass load failed
object reference not sent to an instance of an object

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Re: UFE 1.8 Official Thread

Should definitely add an option that lets us add as many gauge bars as we need.

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Re: UFE 1.8 Official Thread

KRGraphics wrote:

Is 1.8 working with Unity 5.5 or should I wait? There is a lot I want to update, especially graphically...

Haven't tested 5.5 but I'll be testing 5.6 soon, I'll let you know how it works.

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Re: UFE 1.8 Official Thread

xFTLxKingPhoenix wrote:

Should definitely add an option that lets us add as many gauge bars as we need.

This is an upcoming feature.

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Re: UFE 1.8 Official Thread

timmcgee2001 wrote:

It said the associate script can not be loaded please fix any compile errors and assign a valid scripts

also

assembly csarp first pass load failed
object reference not sent to an instance of an object

The first part means there was an error compiling a script, if it was a UFE related one, you should try reimporting the asset (except the example files, if you added those.)

Last part basically means that Unity is trying to load something that doesn't exist anymore or hasn't been assigned to something. If you can state when that message is being said, I can tell you what might be wrong.

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Re: UFE 1.8 Official Thread

UFE Users: The standard UFE project works fine in Unity 5.6 beta. Always remember to make a backup if you upgrade, as if you have personal scripts that you've made yourself, they may or may not be compatible.

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Re: UFE 1.8 Official Thread

Good to know. Any issues with bugs?

Re: UFE 1.8 Official Thread

KRGraphics wrote:

Good to know. Any issues with bugs?

From my time testing it, there hasn't been any bugs. If your project works in at least Unity 5.3, it should work in 5.6. But this can vary from project to project- again, make sure to create a backup if you download version 5.6.

There are however some Editor based bugs that I haven't encountered yet but Unity has noted them:


-Animation: Crash when previewing clip in AW. (851483)
-Animation: Selecting a curve preset in the Importer generates error (854799)
-Animation: [CurveEditor] Dragging keyframes after shift selection gives erroneous results. (857435)
-Animation: [CurveEditor] Pasting keys in curve editor pastes all keys instead of selected keys. (859125)
-Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
-Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
-Facebook: Build settings window becomes unresponsive when switching to Facebook platform (845601)
-Facebook: Null reference exception after launching editor with Facebook module installed (845743)
-Facebook: Player settings are missing when Facebook module is installed (845604)
-GI: On new projects, graphic settings are not initialized correctly, so realtime GI and shadows are missing. Workaround is to save and re-start Unity. (858159)
-Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)


If I discover any bugs specific to UFE, I'll list them here.

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Re: UFE 1.8 Official Thread

I hope you guys realize Baked GI doesn't work with UFE. Unity no longer allows writing GI to prefabs so you may need to find another method for stage creation.

Re: UFE 1.8 Official Thread

https://www.dropbox.com/s/hwv1tygwrtgvl3z/Screenshot%202016-12-27%2017.35.09.png?raw=1

So, in this scene, I have Global Illumination enable. But once I turn this into a prefab for a level, I will lose ALL OF THIS. With the way levels are done, I would have to script all of the option I need... not fun. I seriously hope you guys look into a way to use the Unity scene files to build levels.

Re: UFE 1.8 Official Thread

Bug: Trying to view the animation for a move crashes the editor. (5.6)

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Re: UFE 1.8 Official Thread

KRGraphics wrote:

https://www.dropbox.com/s/hwv1tygwrtgvl3z/Screenshot%202016-12-27%2017.35.09.png?raw=1

So, in this scene, I have Global Illumination enable. But once I turn this into a prefab for a level, I will lose ALL OF THIS. With the way levels are done, I would have to script all of the option I need... not fun. I seriously hope you guys look into a way to use the Unity scene files to build levels.

This might be supported in a future update. In the meantime, you could script an alternative, or find another way to have impressive visuals in your levels for the time being.

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Re: UFE 1.8 Official Thread

Twrmois wrote:
KRGraphics wrote:

https://www.dropbox.com/s/hwv1tygwrtgvl3z/Screenshot%202016-12-27%2017.35.09.png?raw=1

So, in this scene, I have Global Illumination enable. But once I turn this into a prefab for a level, I will lose ALL OF THIS. With the way levels are done, I would have to script all of the option I need... not fun. I seriously hope you guys look into a way to use the Unity scene files to build levels.

This might be supported in a future update. In the meantime, you could script an alternative, or find another way to have impressive visuals in your levels for the time being.

I can save the reflection probes with no problems, it's the GI that I lose. I have a script to save lightmaps into prefabs, but it's flaky as hell

Re: UFE 1.8 Official Thread

Any news on 2.0 ?

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Re: UFE 1.8 Official Thread

hollysephiroth wrote:

Any news on 2.0 ?

Well we're on 1.8 1 we still need 1.9 , 1.9.1 before 2.0

Eternal Rift Studios
    Current Projects:
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Always happy to help when possible. If its something pretty minor ill just help you out. But i do commissions as well. Hit me up if you need a commission.

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