I'm working on fixing and refactoring it. I'll release a patch when its ready.

If you have the Source version, under UFE.cs line 1520 change this:

p1Controller.humanController = inputManager.GetComponent<AbstractInputController>();

to this:

p1Controller.humanController = GetComponentInChildren<AbstractInputController>();

I'll patch this soon and improve on it.

28

(4 replies, posted in General)

PRO version now available

29

(4 replies, posted in General)

Source version now available.

30

(4 replies, posted in General)

WebGL Demo:
http://www.ufe3d.com/play


How to update your UFE build:
- Backup your project
- Delete the UFE folder from your project
- Open Window -> Package Manager
- Select Packages: My Assets
- Search for your Universal Fighting Engine license
- Click Update/Download, then Import
- Open each character's move set (Character Editor), click "Load Stance File" then "Apply Changes"
- If you are using Rollback netcode, run the MapRecorder on each character
- For more update options: http://www.ufe3d.com/doku.php/changelog … _ufe_build


Update/upgrade tutorial:
https://youtu.be/-6QriL3973k


Changes:
- All network synchronization issues fixed
- Major refactors all around the code base (renames, intellisense changes, removed redundancies and unused code)
- Larger files split into smaller classes/partial classes
- Reworked connection handlers
- Added "You" tag to local player during online games
- Added ability to test network with AI controlled players
- Animation Mapper improved. Maps are now saved in a separated file and attached to each Move Set.
- Added support for Speed Key Frames on Animation Mapper
- Updated how Random Matches are searched (now uses JoinOrCreateRandomMatch)
- Particle Effects now properly sync up with rollbacks, pauses and replays
- Added new option under Network Connection screen: Region Select
- Added option for the player to change the desired input delay and the use of rollback in the demo
- Improved and refactored stance changes
- Updated logo and menu backgrounds
- Refactored UFEScreens and derivered classed
- Fixed several issues with menu interfaces while using controllers
- Added ability to select "Character Specific Moves" under Move Editor -> Move Links
- Fixed issue with invincible frames would linger when linking multiple moves
- Fixed issue with blocking (button mode) would lock up after releasing it during block stun
- Fixed issue where characters stay crouched after round is over
- Added ability to add custom screens under Global -> GUI (now called Custom Interfaces)
- Fixed background color for the shape editor under Custom Hitbox Editor.
- Fixed window menu options and grouped into the correct group
- Removed Lan Options from Global Editor -> Network Options (deprecated)
- Adde new option to Global Editor -> Network Options: Particle Control
- Fixed issue where projectiles would collide with inactive assists
- Added new input manager option: Native Touch Controls (uses a simple open source GUI solution for touch inputs)
- Refactored unique Id. Now its no longer attached to the move name (moves can have repeated names when mapping animations)


Store links:
* Source *
- Payhip
- Asset Store

* PRO *
- Payhip
- Asset Store

* Standard *
- Payhip
- Asset Store


Previous update topics:
2.5.3
2.5.2
2.5.1
2.5.0
2.4.1
2.3.0
2.2.1
2.2.0
2.1.1
2.1.0
2.0.0

Change Log Page: http://www.ufe3d.com/doku.php/changelog

31

(20 replies, posted in General)

UFE 3 is currently available through Patreon, but it still some way off from being as polished as UFE 2.

On the good news though: UFE 2.6 is coming soon. This next update will be very significant. It includes several fixes and updates to the rollback netcode (this time 100% desync free) among MANY revisions to the entire core.

Stay tunned, I'll have an official announcement this Saturday.

32

(13 replies, posted in 2D Gameplay)

I recently fixed all desyncs:
https://www.youtube.com/watch?v=jCx3nPa0MJs
This is just a stress test pushing every variable to its limit.

Will have an update with all the fixes available in a couple weeks. Stay tunned.

33

(13 replies, posted in 2D Gameplay)

Under Global Editor -> Network Options, try changing the following configurations:
Under Rollback Netcode:
- Max Fast-Forward Per Frame: 3000
- Input Buffer Size: 20
- Spawn Buffer Size: 30
- Rollback Balancing: Conservative

Frame Delay Netcode:
- Default Frame Delay: 4

Synchronization Test:
- Desync Action: Disabled
https://i.ibb.co/vvc61Hc/image.png

34

(1 replies, posted in General)

Add the new input definitions under the Rewired Editor (https://guavaman.com/projects/rewired/d … Start.html), then add the new buttons definitions under Global Editor -> Input Options (http://www.ufe3d.com/doku.php/global:input).

If you bought UFE 1.8 through the Asset Store you should see an automated discount applied to UFE 2 PRO. You can see the price points in the upgrade table right bellow the prices for UFE 2 here:
http://www.ufe3d.com/doku.php/prices

If you bought it using Payhip or Sellfy, PM me the invoice number for your purchase so I can generate a discount code for you.

36

(5 replies, posted in General)

I see the problem. I'll look into adding more options regarding how gauge gain happens when triggering counters or opponent override methods in the next UFE 2 update.

37

(3 replies, posted in General)

Yeah this unfortunately is a limitation to the engine. Right now throw techs can only trigger generic moves.

In the next update I'll add a way for moves to be automatically linked to one another based on character specific casters (similar to Opponent Override's Character Specific Move option).

Check if you have the proper screens assigned under Global Editor -> GUI Options.
For more on GUI check out this video:
https://www.youtube.com/watch?v=RYQw1nYvWY8

39

(1 replies, posted in General)

You could use one continuous animation and have the total stun value play out with Opponent Override -> Stun time, or split your reaction animation into several different overrides and make each hit trigger a different override move.

40

(1 replies, posted in General)

That happens because of how the AI is more lenient towards specific actions at specific conditions.
You can make your AI more "random" by adjusting the "Rule Compliance" under your AI instructions (Advanced Options):
https://i.ibb.co/q0s39m7/image.png

41

(4 replies, posted in General)

This could be related to the "file ID" issue that can happen when updating versions. Here, check this video:
https://www.youtube.com/watch?v=-6QriL3973k&t=520s
On 9:07 Etra explains how you can fix this by manually changing the file ids using Notepad ++

42

(20 replies, posted in General)

Storm87 wrote:

anyway we going to get ufe 3 before World War 3? lol

Yeah sorry for the delay (again).
We were working on a huge refactor process, but that little Unity PR fire has significantly slowed our work towards that goal.

That caused me to make the tough decision to revert most of these changes and restore the legacy structure for now. Its taking longer then I was hoping for, but I believe I can clean all this mess before the end of the month.

Like FreedTerror mentioned, the reason for it is in fact the assembly definition.
There are 2 ways you can fix this:
Use the inherited class instead
There is a class called "DefaultChallengeModeGUI". This class inherits ChallengeMode and its outside the assembly scope. You can access anything from the parent class as well as make references to your singleton.

Delete the assembly definitions (Source version)
Delete the following files:
\UFE\Engine\Scripts\Core\UFE3D.asmdef
\UFE\Engine\Editor\UFE3D.Editor.asmdef
These definitions are not needed in the Source version. Deleting these files will "free" the core scripts from enclosure and you will be able to make your static reference from there.

44

(3 replies, posted in General)

Humm. This could be related to a bug we found in one of the templates for throw moves and fixed on 2.5.3:
Check under your "throw reaction" move and make sure "Auto Correct Rotation" is disabled.
https://i.ibb.co/WfNhtJ0/image.png
Its possible you inherited this configuration from a previous version when creating that move.

45

(2 replies, posted in General)

You can change how the information is displayed under the file DefaultChallengeModeGUI.cs

The data is displayed under the function OnGUI() as "GUILayout.Label".

You can read more about it here:
https://docs.unity3d.com/ScriptReferenc … Label.html
And here:
https://docs.unity3d.com/ScriptReference/GUISkin.html

46

(1 replies, posted in General)

There is no direct option for that on UFE 2.

You can change the force applied during horizontal inputs by disabling "Force Digital Input" under Global Editor -> Input Options.

As for changing the animation, there is no direct option for that.
You could use moves to achieve this, but it can be a bit more complicated. You could make a move that requires a "charge forward" input that links to itself as far as the input is still being pressed.

48

(1 replies, posted in 3D Gameplay)

You should be able to achieve this by overriding the main camera with the AR camera using an external script.
You might need to disable UFE.cameraScript as well.

49

(1 replies, posted in Source Coding)

Under Character Editor -> Move Sets -> Basic Moves -> Fall Down Reactions, try setting the Wrap Mode on every option to "Clamp Forever".

Have a move with the same inputs but no gauge requirement and use Text Alerts to display the message. When gauge is available, priority goes to the move with said requirements and that move gets executed instead.