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.

52

(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.

53

(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

54

(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.

56

(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.

57

(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.

Try adjusting the execution conditions under Move Editor -> Player Conditions on the move file where you have your assist call located.
For example, you can toggle "Stunned" under the Possible States window to have the move be usable while the character is stunned, or select "Down" as the State option if you want the move to be used when the character is knocked down.
If you don't want the stun animation to be interrupted, make sure you don't have any animation clip assigned to that move.

60

(2 replies, posted in General)

Make sure the "blockable area" is set to at least a frame before your active hits begin. Then, make sure you have the proper values setup match the the character's current state.

61

(1 replies, posted in General)

This might be happening because of air hits.
By default, UFE templates have the "Air Recovery Type" set to "Don't Recover". That means that if the character is launched into the air, no matter the stun value, they will stay "stunned" until they hit the ground. To change this, go to Global Editor -> Combo Options -> Air Combos -> Air Recovery Type and set it to "Can't move" (if you want the character to air recover before hitting the ground and not getting knocked out) or "Allow Moves" (same, except the character can also execute moves):
http://www.ufe3d.com/doku.php/global:combo

You can also override this option independently under the Move's active frames (Override options):
http://www.ufe3d.com/doku.php/move:activeframes

62

(3 replies, posted in General)

Check your console window. Its probably telling you about missing animation or moves listed under the character's move set.

If that is not the case, check your move chains and make sure you have the "link condition" set to "hit confirm" and at least "On Strike" is toggled.
http://www.ufe3d.com/doku.php/move:chainmoves

63

(2 replies, posted in 2D Gameplay)

Source version is required for this one.
Under ControlsScript.cs (line 2675 & 2676) change the code from this:

myPhysicsScript.AddForce(
     new FPVector(hit._pushForce.x + (opControlsScript.Physics.airTime * opInfo.physics._friction), 0, 0), -GetDirection(), true);

To this:

myPhysicsScript.AddForce(new FPVector(hit._pushForce.x, 0, 0), -GetDirection(), true);

Im not entirely sure why I coded it that way. I'll revise and refactor this code segment on the next update.

I couldn't replicate your issue, however if you are having issues saving the character's transform data (position, rotation or scale), you can try opening the prefab file itself and save those changes from there.

65

(1 replies, posted in General)

Under the Unity menu Edit -> Project Settings -> Input Manager, look for P1Start and P2Start definitions and change the "Alt Positive" button to the relative Start button on your controller.
https://i.ibb.co/ZdCpzBM/image.png

Each controller is different, so you need to find the right button that represents the "Start" button on your game controller. (Notice in the screenshot how "P1Button1" Alt Positive Button is set to "joystick button 0").

If you want a better Input system I recommend looking into the third party options.

You might need to know a bit of C# for that one.
Open the file DefaultBattleGUI.cs, and on the PlayerGUI declaration (line 10) add a new Alert definition:

public class PlayerGUI{
    public Text name;
    public Image portrait;
    public Image lifeBar;
    public Image[] gauges;
    public Image[] wonRoundsImages;
    public AlertGUI alert = new AlertGUI();
    public AlertGUI alert2 = new AlertGUI();
}

Now go to the function "OnNewAlert" (line 539) and create a condition to use the second alert instead of the first depending on what message the engine is firing.

On line 548 where it says:

this.player1GUI.alert.text.text = processedMessage;

Change it to something like this:

if (msg == UFE.config.selectedLanguage.counterHit)
{
    this.player1GUI.alert2.text.text = processedMessage;
}
else
{
    this.player1GUI.alert.text.text = processedMessage;
}

Make sure to do the same for the player2 conditions under the same function (OnNewAlert) and also make sure you open the BattleGUI prefab and assign a new text component to the new alert you've just created.

67

(1 replies, posted in 2D Gameplay)

First go to the PauseScreen prefab and disable both "Button_GoToSpecialMoves" (under PauseScreen>MainScreen>Background) and Button_SpecialMoves (PauseScreen>ControlsScreen>Background).

https://i.ibb.co/vL75S2M/image.png

Now go to each button surrounding those and under "Button -> Navigation", make sure there are no references to those buttons you just disabled:
https://i.ibb.co/KrS9TC9/image.png

68

(1 replies, posted in Source Coding)

Merging two projects, specially the ones that replace Unity settings (such as UFE) can cause conflicts that we cannot predict or help with debugging.
I recommend trying to read and understand the console errors first, or perhaps seek professional help in our Jobs forum or Discord.

As for a Beat'em up style gameplay, its one of our milestones on UFE 3. Stay tunned for news about its release.

69

(5 replies, posted in Source Coding)

Crux-Actual wrote:

Dear Mistermind.

A small update , for the first time ive been able to get the replay tool to correctly trigger during a match however I wasn't able to generate the logs for comparrison as the mouse cursor was disabled.  We have it set this way by default but I added ->
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;

Around line 1350 of the FluxCapacitor.cs
Just underneath where it says

UFE.replayMode.SetStartingFrame(UFE.currentFrame - UFE.replayMode.GetBufferSize(1), 1);
UFE.replayMode.enableControls = true;
UFE.replayMode.enablePlayerControl = false;
UFE.replayMode.enableRecording = false;
UFE.replayMode.StopRecording();
UFE.replayMode.Play();
UFE.replayMode.Pause();

Is this the correct place?  If I need to do anything else to re-enable the mouse, please let me know.

Have you tried searching around all of your scripts to see who is disabling the mouse cursor in the first place? It could be a custom script you've added to your project that is causing it. To do so, open Visual Studios and use the "Find and Replace" command (Ctrl + Shift + F) to search for any script that could be doing this:
https://i.ibb.co/Hq5CxNG/image.png

Also, if you are not entirely sure how the synchronization system works, I recommend not changing the core files. Adding functionality or modifying certain core behaviors can absolutely cause desyncs.

What type of game are you trying to make? a 2D fighter with 3D models or a 3D fighter style? Have you tried just using the templates and comparing changes made to the original demos? That can help you narrow down where the desyncs are coming from.

70

(5 replies, posted in Source Coding)

I dont think the mouse pointer issue is related to UFE. Maybe its another script that is causing it.
As for your network issues, look into the following:
- Watch the videos about desync and replay tools
- Run the animation mapper on all of your characters
- Make sure the characters have  "Use Animation Maps" toggled under Character Editor -> Move Editor
- Under Global Editor -> Network -> Synchronization Test, make sure the desync action is set to "Playback Tool" so you can better analyze and discover the causes for your desyncs.
- For benchmark purposes, test the demo characters as well. If you are using legacy animations, test the Mike character, otherwise use Robot Kyle, Ethan or Mecanim Bot. Characters entirely built using custom hitboxes dont need the animation mapper.
- If the error persists and you cant find the cause, try documenting your findings in the forum. The more data you can share the easier it is to find the cause, and the more tests you make the easier it will be to narrow down the problem and replicate the issue. Record videos, take screenshots, write down console errors. The best person to find the solution is most likely going to be you.

71

(20 replies, posted in General)

0massimo0 wrote:

We are waiting for the big announcement about UFE 3

Storm87 wrote:

Everyone on the edge of there seats now. smile

Yup!
I was going to make an announcement right after this release, but we decided on the last minute to make one last big refactor to the code just before the beta invitation.
This refactor will most likely change how a lot of the game data is set and stored, meaning if we begin the invitation too early this might cause some data loss due to this update, so just hang on for just a couple more weeks!

72

(1 replies, posted in General)

Fixed on version 2.5.3
It was an issue with one of the template files (http://www.ufe3d.com/forum/viewtopic.php?id=4176)

73

(3 replies, posted in General)

Fixed on version 2.5.3
It was an issue with one of the template files (http://www.ufe3d.com/forum/viewtopic.php?id=4176)

Here this should help:
http://www.ufe3d.com/forum/viewtopic.php?id=3140

75

(20 replies, posted in General)

All licenses are now up to date.