51

(15 replies, posted in Showcase)

Congrats! That is huge!

52

(2 replies, posted in General)

Haha I just saw this and was wondering...

53

(18 replies, posted in General)

I see the update is live as well as the price drop for UFE 2 source.  Just an fyi though... upgrade pricing does not seem to be in effect on the UAS.

54

(18 replies, posted in General)

Nice updates! Price cut is great news for someone like me (hobbyist). Will the same upgrading discounts apply? Such as -300 from 1.8 bundle?

Can you tell me if there are plans in the future for further paid upgrades?

55

(0 replies, posted in General)

70% off today!
https://assetstore.unity.com/packages/t … pro-125472

56

(35 replies, posted in Showcase)

Also, I was wondering, if you KO someone with a throw move do you ever have the character start the next round facing the wrong direction?  I've had that happen a few times.

57

(35 replies, posted in Showcase)

Excellent work! Looks very smooth. I never could quite figure out the rotation fix and would often end up having players get up and face the wrong direction after a throw, any chance you could share the modded code or do a tutorial?

58

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

http://www.ufe3d.com/forum/viewtopic.php?id=883

Here is a tutorial I did several years ago. I used playmaker and animation events to display/hide weapons at certain frames of the animation . It should demonstrate the concept for you. Hit me up with any questions if it doesn't make sense

59

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

Are you familiar with animation events in mecanim?

60

(20 replies, posted in Showcase)

Those are some great visuals. Well done!

61

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

I don't think UFE supports anything other then a flat floor. Ramps, platforms etc will require (heavy?) modification of base code.

62

(5 replies, posted in General)

What if it is player 2? Which way does it face? And just to double check, you do have the prefab set to 90 (-90?) on the y rotation?

63

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

I don't think you can fake button input with vanilla unity (maddening). I know control freak has that function built in and is super easy and I'll bet the other 3rd party input plugins do as well.

64

(5 replies, posted in Tips & Articles)

Once you have set up the character prefab with the hitbox.cs script you need to assign it in a character file.  Then in the global config window assign that character file as one of your characters.

In the global debug settings you can also set the game to quick start directly onto a stage

65

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

Are you familiar with animation events? You could do it entirely circumventing ufe code by adding an event at the proper keyframe and linking it to a small script of your own. Or possibly easier would be to animate the mesh renderer off within the animation itself.

66

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

What about your project quality settings. Maybe that's the issue? Compression settings? Don't know, I've never had issue with a skybox...

67

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

First off... do you have source?

Sooo… will you have more then 10 weapons(i.e. stances)?  10 or less could fit into one character file... any more and you'd need to modify the code to support more stances or maybe just have multiple character files???

I wonder if there is a way to change a character's intro move on the fly.  If so you could have the characters perform a weapon specific intro such as drawing a gun, bow or sword and transition to the correct stance...

Also I ask about mirroring because if you have the player on the right (P2) side with his/her back slightly towards the camera (the UFE Global__ Character Rotation Options__ AutoMirror bool)  then you don't have to worry about the complicated switching of which hand is holding the weapon and hitboxes... see some of the vids from this showcase for what I mean.... http://www.ufe3d.com/forum/viewtopic.php?id=556   this is a DRASTICALLY less complicated way to go.  If you don't have the mirroring set this way and the sword in your right hand with a right handed swing animation then you will have an empty left handed swing while the right hand still holds the sword when mirrored on the player2 side...  hence my approach with my Skeletor tutorial mentioned above.

68

(1 replies, posted in Animation)

As in the weapon has its own animations that sync with the character's anims? UFE has no such integration...  as far as hit boxes go you could have an empty gameobject inside the weapon assigned in the hit box script.

69

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

How many weapons are you looking to have?  You could have a different stance for each kind of weapon to use unique move sets, but then you're limited to like 10(?) stances without modifying code.

Will you be switching weapons on the fly mid round? Or are you like trying to pick a single weapon before the round to have equipped already? 

How will you be doing mirroring in your global options? Are you ok with player 2's back facing the camera? This matters because switching which hands the weapons are in isn't necessary if the player on the right had his back towards the main camera. 

Also I don't think you need the weapons built into the rig, but probably just saved in the prefab how you want them...

Also have you watched my video tutorial? Weapons and UFE are complicated...

70

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

yes, I believe using the same rig for your models ought to be able to share the same animations without issue.

A character prefab is supposed to have a y rotation of 90.  Is that how you're set up?

72

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

You can have the character lights in the main scene.  That way, regardless of stage being loaded, the characters are affected by the light.

Or if you need different character lighting per stage just include those lights that only target the characters in the stage prefab itself.

73

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

What exactly are you trying to do?

You can interrupt moves. Watch the combo tutorials but Striderspinel. Very good tutorials.

74

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

I've never seen anything like that.  If you preview an animation in the move window use your prefab and see how it looks. Maybe show some screenshots of your fbx import settings, the inspector when you have the prefab selected and maybe the hit box setup.

75

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

You can just edit those lines like I did and I believe it will work fine.  Add the null part as unity changed the API... Otherwise I think you'll lose the sound effect