1

(23 replies, posted in Animation)

The download link is in post #12

2

(10 replies, posted in General)

So cool! Platforms, traps, items, so much on my own personal wishlist for UFE lol.

3

(4 replies, posted in General)

I don't know the answer to most of your questions but check out this showcase thread

http://www.ufe3d.com/forum/viewtopic.php?id=228

4

(4 replies, posted in General)

So, are you only using control freak on Xbox because your project is also targeting mobile? Control Freak is for more geared toward touch screens...

5

(2 replies, posted in General)

Once again on sale, Source and Lite
https://assetstore.unity.com/packages/t … rce-126124
https://assetstore.unity.com/packages/t … ite-126325

6

(2 replies, posted in 2D Gameplay)

Someone correct me if I'm wrong, but UFE uses a pretty good physics-ish system of its own, applying forces on x and y axes.  This is totally independent of rigidbodies. However platforms of any type might be a pretty serious undertaking as a lot of UFE's calcs involve the floor being at zero.  Not sure how extensive of changes would be required

7

(3 replies, posted in General)

MrPonton wrote:

Try putting your particle prefab as a child of another prefab at 0,0,0 then re-save the prefab and see if that helps.

This

Maybe double check in the control freak menu that mobile mode is set to on or automatic. Is it showing up when you run it in the editor?

9

(2 replies, posted in General)

Personally, what I did in my setup was to add a gameobject child to the bone and moved that around and based my hitbox off of that transform instead of messing with offsets.  Not sure if that works in UFE 2.  It seems to prevent me from updating my characters to UFE2, but maybe give that a try?

10

(2 replies, posted in General)

UFE 2 on sale at the Asset Store! All versions! Public service announcement.

11

(2 replies, posted in General)

Anything like this would definitely require the source version and (extensive?) code changes.

12

(1 replies, posted in Source Coding)

tricagames92 wrote:

i want to hide mobile input(control freak) during Intro , i want to instantiate control freak after intro

You can simply disable the canvas component of the cf2 rig.

13

(3 replies, posted in General)

I was using version 2.2 which I already had downloaded.  When I try step #2 to Record Character Maps I get these errors when I hit play. 

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <437ba245d8404784b9fbab9b439ac908>:0)
MapRecorder.OnGUI () (at Assets/UFE/Engine/Scripts/Network/MapRecorder.cs:109)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:187)

I love Control Freak. I think it costs like $9, but it really makes it easy with UFE with the integration.

https://assetstore.unity.com/packages/t … easy-11562

15

(3 replies, posted in Suggestions)

For teleportation I think Striderspinel had a workaround trick in his TZOMPANTLI game.  I think He actually had it in his animation... he shrunk the character, moved it below the stage and over then back up through the floor full size again...  I think he talks about it in his showcase...

16

(3 replies, posted in General)

Off the cuff I would say you would definitely need access to source for that and you'd need to put in a fair amount of coding.  From what I can tell UFE battles are pretty tied to being at the center origin and are based on a completely flat terrain.

17

(3 replies, posted in General)

Hi, I finally decided to get around to updating my old project to UFE 2 but can't seem to find the instructions on how to do so.  Point me in the right direction?  Thx!

18

(3 replies, posted in General)

What input axis is not setup? What error messages are you getting specifically?

19

(12 replies, posted in Source Coding)

I'd hit up the cInput forum or their contact form... Hopefully they're stl active.

https://forum.unity3d.com/threads/13073 … improved-!

http://cmonkeys.com/contact-us/

20

(3 replies, posted in General)

Your description makes me think it's more of a move file problem. When you say some moves refuse to be triggered what do you actually ? What do you see happen?

21

(13 replies, posted in Tips & Articles)

What do you mean? You can select the character in the assist move section

22

(13 replies, posted in General)

Weird. The logcat error makes it look like multithreading could be part of the problem... Have you added anything to UFE that uses multithreading?  I admit I'm kinda stumped.

23

(13 replies, posted in General)

Google logcat console so you can see in real-time what is happening with your phone, you ought to get some clues as to what causes the crash. Or perhaps using the unity profiler will show you the error. Do you know how to run the profiler on attached mobile devices?

They phone on the right looks like a galaxy s4...? What about the phone on the right? Are they pretty similar spec wise?  Have you checked the profiler to see what might be slowing it down?

apollo wrote:

I recently upgraded to UFE Source from UFE Lite and the framerate on a Source build is terrible compared to Lite. I'm having the same problem on the Unity editor and Android build.

I set my framerate to 60 fps and I'm having the most trouble with 2D characters.

I have uploaded it to YouTube for you guys to review.

https://youtu.be/j6MiEsdUUwQ

I tried everything from a Unity optimization standpoint but nothing works.

Please help.

25

(10 replies, posted in General)

An aging asset store asset Skele had a feature to alter naming paths of animations. Maybe??? that could do the trick? It does appear unsupported and won't work in the latest versions of unity. It was pretty sweet in its day... It's what I used to convert the generic Mike to humanoid