Hello smile

I'm using UFE2 2.6.0 and Unity 2022.3.26f1.

Problem:

For a new character, I´m importing the FBX file, set type to "humanoid" and create a Prefab out of it. Since Unity 2022 the option for creating an "Original Prefab" was removed. (see https://forum.unity.com/threads/how-to- … t.1393867/
Instead unity is creating always a Prefab-Variant.
So if you want to preview your animation with the characters Prefab in e.g. the move-editor, choosing the Prefab results in "This character is not a prefab." error.



Fix:

Inside "MoveEditorWindow.cs" in line 796 the code asks whether the loaded prefab is of type "regular":

else if (PrefabUtility.GetPrefabAssetType(selectedCharacterPrefab) != PrefabAssetType.Regular)

With Unity2022 you only can create Prefabs of type "variant", so it helps if you change the code to:

else if (PrefabUtility.GetPrefabAssetType(selectedCharacterPrefab) != PrefabAssetType.Variant)

or if you want to be compatible to both types of Prefab:

else if (PrefabUtility.GetPrefabAssetType(selectedCharacterPrefab) == PrefabAssetType.NotAPrefab)


I don't know if the change can cause new problems, but at least it worked for me now.
PS: You can also use the fix for the "not a prefab" error in the hit-box-editor.

2

(35 replies, posted in Showcase)

Hey smile

Here is a short gameplay-video of our fighting game project. There's still a lot of work to do, but it's starting to look like a real game. ;-)
We added a lot of new features, characters and stages. Some of them are playable in our new Demo. We also added a basic grappling-system with button-smashing.

Link to the video:

https://youtu.be/xzeuhoOJMeU

Demo Download @
http://www.s20games.com

3

(2 replies, posted in Showcase)

looks great. can't wait to see video footage of your game smile

4

(5 replies, posted in General)

You can create every camera-motion you want. Simply choose "animation file" for camera movement and create an animation for your camera. By adding different camera animations together, you can create complete sequences like in the videos you posted.
With animation-files you have total control over your camera movements.

Here are examples of camera-animations in our game project:

https://www.youtube.com/watch?v=IKNxnG6tvUI
https://www.youtube.com/watch?v=RKlXcIe-dNQ

We only use one animation file, but it has a lot of keyframes, so the camera is always moving and swirling around both characters. I think you can't do that with "camera editor"-motions.

5

(13 replies, posted in Tips & Articles)

Hey.

I think there is (or will be) some kind of built-in assist functionality in UFE. We don't use it, so I can't say how it works.

But you can do a lot of such things with simply reading out UFE global variables or create some work-arounds with particle-spawns etc. There are so may ways to implement interaction with background objects.

For example we modified our follow-me script to create a guy walking and filming with his phone:

https://youtu.be/bYxiemnIam8

I think there are many ways to do this.
I would try this:

Create two move-files for the animation: 1) complete animation / 2) complete animation with cinematic starting after the hit-frame. Don't set inputs for the second move file.

Now create a chain-move-link from the first to the second move starting after the hit-frame.
Set hit-confirm-options to "On Strike" and check auto-execution.

So when the character hits his opponent, this will link to the second animation. If he misses, the first animation will be played until its end.

The move-link-frame and starting frame for the second move should match for a seamless playback.

7

(9 replies, posted in General)

I would do this (with standard version):

Attach a script to each of your character-prefabs which is able to change the material color (albedo color) depending on a global variable. Now you only need something to trigger the material-change.
Create an exclusive particle-prefab which only spawns during the special attack (hit effect). Attach a simple script to this prefab which changes the global variable.

8

(35 replies, posted in Showcase)

Hey,

we finally uploaded our first demo:

https://www.s20games.com/downloads/

This demo is some kind of tech-demo and shows basic gameplay. You can play two of the main characters with basic moves. The game and graphics are not optimized at this moment, so you'll need fast pc/graphic card to play with 60fps.

On some systems with certain NVidia graphic-cards the game may crash after stage selection. Please be sure to use the latest NVidia GeForce Game-Ready driver

If you don't press any keys in the main menu, the game will start a cpu vs. cpu demo after 15 seconds.

9

(9 replies, posted in General)

Ok, I would try this:

You create a normal throw-attempt animation, then create three different throw-confirm animations. Lets say they are 100 frames long and identical from frame 0-20. The jump starts at frame 20, so the animations are different because of the jump-height. Create one throw reaction animation.

Now create the move-files. You need one throw-attempt and three throw reaction moves (small, normal, tall). Assign the reaction-animation to all of those. Then create a throw-attempt-move with one of the three animations. At frame 20 create an opponent override. For each possible opponent create an entry in the character-specific override-settings: enter the characters name and choose reaction/small  reaction/normal or reaction/tall.

Create the three throw-confirm move-files (use animation from 20-100) for a small, normal and tall character. Create an opponent override in the reaction/small-move frame 0 to throw-confirm/small-move (0 which is 20 in the complete animation) etc.

https://i.ibb.co/dDc8Sk2/jump.jpg

It's very easy but hard to explain smile

10

(9 replies, posted in General)

Hmm. Sorry I can't follow. I think I don't understand your problem. Maybe you can give an example, what exactly you have problems with.

11

(9 replies, posted in General)

You can specify a character (name) directly to the animations:

https://i.ibb.co/56VRFff/override.jpg

You also have to assign the different animations to the movelist of the characters.

12

(9 replies, posted in General)

MrPonton wrote:

You might have to make a separate animation for the tall character, and use that character animation as an override when the throw connects.

That's exactly how we solved that problem. Simply create a throw-reaction move for small, normal and tall characters. From this animations you could also create an override for the attacking character to create different heights depending on the size of the opponent. You can do a lot of stuff with character-specific moves.

13

(2 replies, posted in General)

This is not a bug. It's simply not implemented in the code:

http://www.ufe3d.com/forum/viewtopic.php?pid=8190#p8190

Hi.

Adobe Premiere also has an alpha output. Simply place your texts and graphics in the timeline (without background) and export to a codec with alpha capability (Quicktime PNG, Quicktime Animation, AVI uncompressed).
However you have to convert those file to a WEBM-File with alpha channel.

To do so, you can use FFmpeg (free). Place the rendered clip in the /video folder of FFmpeg and run FFmpeg like this:

ffmpeg -i yourvideo.mov -c:v libvpx -pix_fmt yuva420p -b:v 4M -auto-alt-ref 0 -metadata:s:v:0 alpha_mode="1" -c:a libvorbis result.webm

yourvideo.mov is the rendered Video from Premiere or any other editing software

4M means 4Mbit. For a higher quality increase the value

alpha_mode="1" enables the alpha channel (0 would be without alpha)

result.webm is the output-file

hope it helps,
shubi

15

(2 replies, posted in General)

Do you have any settings in the "Hit Stun Options"  inside the active frames of the throw-move? You should leave it all unchecked and at "0", so the stun-settings in the override-settings will remain active.

We use the stun time settings in the "Opponent Override" options a lot and I can confirm, it works.

16

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

Hey.

I had the same problem with our game: http://www.ufe3d.com/forum/viewtopic.php?id=1777

"StandUp Crumple" and "StandUp Wall Bounce" do not work after throw-moves with stun. Simply use another of the StandUp animations.  It's because those animations are not included in the corresponding code inside ControlsScript.cs.

You can find the code inside ControlsScript.cs after:

if (!isDead && currentMove == null && myPhysicsScript.IsGrounded()) {
            // Knocked Down
            if (currentState == PossibleStates.Down){

You may use those standup animations:

standUpFromAirHit
standUpFromKnockBack
standUpFromStandingHighHit
standUpFromStandingMidHit
standUpFromSweep
standUpFromAirWallBounce
standUpFromGroundBounce

... or add the other ones to the code above. But I never tested this and I don't know if that works without problems.

Good luck with your project,
shubi

17

(35 replies, posted in Showcase)

Hello everyone,

our game is still in development, but we made some very good progress with our special move and multipart-throws. We uploaded a short video to our Youtube-Channel where you can see some of the new animations and how the multipart-throws are working:

https://youtu.be/bQ_z_emNyIc

We have also added some new stage-graphics, characters and UI-elements.
Here are some new screenshots. You can find more on our website: https://www.s20games.com/screenshots/

Thank you,
best regards

shubi



http://www.digitv4.de/s20games/screenshots_rw/Fighting_Generation_Demo_3_003.jpg

http://www.digitv4.de/s20games/screenshots_rw/Fighting_Generation_Demo_3_00113.jpg

http://www.digitv4.de/s20games/screenshots_rw/Fighting_Generation_Demo_3_010.jpg

http://www.digitv4.de/s20games/screenshots_rw/Fighting_Generation_Demo_3_009.jpg

http://www.digitv4.de/s20games/screenshots_rw/Fighting_Generation_Demo_3_012.jpg

18

(2 replies, posted in General)

Hi. I think you could do that with Gauge-Settings: http://www.ufe3d.com/doku.php/move:gauge

Simply start with 30% Gauge-Bar (Give your intro-move a Gauge-Gain of 30% at frame 0. If you don't want to use intro moves, use some frames of your idle-animation as an intro).

Set up a cost of 10% for each move and the player can only do three moves.
That should be possible without the source-version.

Hi.

I tested the move and it seems to be ok:

http://www.digitv4.de/exchange/test.mp4

Of course there are some glitches near the wall, because there is not enough space for the move.

Please try this:

https://i.ibb.co/XFvtyKB/try.png

0massimo0 wrote:

It still gives me problems, can I send you the character file?

Of course you can send me that file(s).

Thanks for the screenshots.


Things you may try:

1. At first enable "Ignore Gravity" and "Ignore Friction" on both moves (attack & reaction). This is important, because you want to have full control over the x- and y-position. This is very important for all throws and grabs

2. In "Self Applied Forces" create a new entry at "Casting Frame" = 0, set "Reset X Force", set "Reset Y Force" and set Force Applied X and Y to 0 (it depends on your animation). That ensures a "clean start" of your animation. Do this for both moves.

3. Do not use "Applied Force" in the Hits/Force options for the opponent. Only use "Self Applied Forces" for both moves (attack & reaction). You can easily set the correct x- and y-position with "Self Applied Forces".

4. Do not use "Completely Invincible" with the full range for the opponent. You have active frames between 61 and 69, so your opponent shouldn't be invincible between that frames.

good luck smile

Hi. Could you send me the complete settings of your throw-moves (screenshots)?
We have solved most issues regarding throws in our project, so maybe I can help.

This is how nearly the same throw looks in our game-project. There are also some problems near the wall:
https://youtu.be/0jpzhzd39gU

Hi.

Did you set "ignore body colliders" for the throw-attack and throw-reaction-move?. Also turn off "Auto-Rotate" for both animations.
You will always run into problems with the x-position of the characters if you're using throw-moves near the walls. For that case create a second throw-move, which throws the opponent away from the wall.
Then link the second throw from the start-frames of the first throw (via "Chain Moves"). Instead of "Input Conditions" you have to code something for "Position Condition". That means the linked move will be started, if the players are too close to the walls.

I want to add that code for our game-project, but at the moment there are a lot of other things to do wink

The new version (2.2) is available since yesterday in the Unity asset store. So I'm sure you have 2.1.1. installed.
You can simply check that, if you sign in into the asset store inside Unity-editor (CTRL+9). Search for UFE in "my assets". If there is an "Update"-button instead of "Import", you have an older version installed.