Have a look at Mirror Particles.  I haven't tested this in 1.6, but I think it still works.  Post back if it doesn't.

Also check this post in Projectile Offset.

A few things:

- Check that Global Options | Characters doesn't have any empty slots.
- Check the CharacterSelect prefab and ensure Characters Per Row is set correctly (5).
- Check your portrait images are using a NPOT compression if they are not POT.

Other than that, not sure what else without seeing your set up.

78

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

Then Legacy is the only way to animate it (it won't mirror on 2P side otherwise).

Unfortunately, that means your cloth physics won't work as good now. 

I suggest having a look at Dynamic Bone add-on.  I've had some good success with hair and cloth rigged using it.  You do need a bit of setup to get it working, but it's a nice simple implementation of basic dynamic physics.

79

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

Oh, her knife.  I didn't realise she was an asymmetric character sad.

Is there any animation applied to the knife, or is it just simply parented to the hand bone (so rotates with the hand, does not animate by itself)?

Conceptually, yes.  You would only need to alter how it displays (last section in first post), since it's not using the new Unity UI system.

81

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

This is a somewhat known Unity issue.  Since 4.6 GUI was released, occasionally the reference to all UI elements can be lost. 

Solution: Exit Unity, then delete the Library folder from the Project location.  This will force Unity to rebuild all associations to the Library (can take a while) and all your scripts should come back.  I've done this a few times already.

82

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

Yeah, with Mecanim you'll need to adjust some values for the imported animation files.  I find the values listed in this post best.  Have a test and see how it goes, that should resolve the feet and rotation issues.

360 issues are usually due to Quaternion / Euler differences when creating rotations.  Since you're using Blender, this is actually fairly easy to avoid.  Just make sure you set your Transform's Rotation Mode to Euler instead of Quarternion (which I think is default?).

http://i.imgur.com/y3Zw3aD.png

I looked through your videos, and I can't see if your character is set up with a Root bodypart assigned.  If none is assigned, selecting the Root bodypart in your animation's Root Node will do nothing essentially...

YumChaGames wrote:

1) Your character Hitbox Setup needs to have a bodypart hitbox that is assigned to the root of the rig.  If using the Blender Human Meta-Rig, the object "metarig" should be your Root bodypart.  I believe 3DS Max's is "bip", but I'm not 100%.  The rigs in these packs have "motion" object as the Root bodypart.

------

Now, after going back to a project I thought I got Root Motion working in, it turns out this was only for vertical movement anyway (Import settings).  Horizontal movement still required Self-Applied Forces, but this would be OK for simpler movements like where visual foot sliding is easier to avoid.

I was able to get horizontal movement somewhat working by selecting the Root Node in the animation, but then the animation's rotation was off (but at least there was no odd camera snapping when the move finished).  We probably need to extend the root motion function a bit more, so I'll note it down for a future update.

84

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

It does work. But it's better when using Mecanim animation, instead of Legacy.  Since Mecanim mirrors the humanoid animation while Legacy flips the model completely, potentially inverting the polygons in the process.

85

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

Directions need to be Axis, not Buttons... Does the problem still occur if you use only axis for directions?

86

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

Check your Input Options.  Look for inputs that are duplicated across both players.

If you're using cInput, also check your configuration in the Options menu while running the game.

87

(23 replies, posted in Animation)

See my post in the other thread.

Generally, it's a better idea to avoid Root Motion and instead control your character's movement via Self-Applied Forces.  But if you have a good animation, you may want to use it as you will get the full intended motion the animator has created (like for cinematics).

There are 3 things to make sure Root Motion works:

1) Your character Hitbox Setup needs to have a bodypart hitbox that is assigned to the root of the rig.  If using the Blender Human Meta-Rig, the object "metarig" should be your Root bodypart.  I believe 3DS Max's is "bip", but I'm not 100%.  The rigs in these packs have "motion" object as the Root bodypart.

2) The animation in question needs to have the correct import settings so the Root Motion still takes place.  I've found the following works best:

http://i.imgur.com/oFaz1FO.png

3) Lastly, in the Move file's Animation options, set Root Motion on and ensure the same Root bodypart assigned in step 1) is used for your Root node.

http://i.imgur.com/pLRysAX.png

If these settings don't work for you, then it's possible the animation's root node isn't correctly set up (usually common when you have an animation created separate from the model).  Try assigning the root node in the import settings, under the Motion drop down.

http://i.imgur.com/4car73g.png

89

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

The Languages options will only change text during the game.  It won't change your menu button text.  If you want to change those, you'll need to write code to do that, which would include creating more Language words to change (one for each button you want to change).  This isn't hard, but it's not a task for a non-programmer.

And from the sounds of it, you'll also need some consideration for right-to-left fonts.  My guess is you just need to align them to Right instead of Left, but all other cases they should display fine (I've had Chinese fonts display fine). 

What was the issue you were having with the Arabic fonts?  You never clarified...

90

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

There's a few things to check, but since it's active for so long (which rules out most of the FPS related stuff), my guess is you have 3D hitboxes on and the bodypart it's attached to isn't 0 in z axis?

91

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

How long is the Hurtbox active for?  If it's few frames, collision could get skipped if it's too fast.  Try extending the active time so it's at least 4-5 frames, and see if that makes a difference.

Oh, that's actually a good question.  I don't have the time to try it now myself, so sorry I can't be help at the moment.  I'll probably get a chance to revisit this in a few weeks.

My gut says it should all go in CharacterSelectScreen.cs (or your versions of it), but Im' not 100%.

93

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

We should have some major news related to networking in a few weeks.

94

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

Yes.  Stance Changes.  Just make the new Stance has moves to change back (if you need to).

95

(5 replies, posted in Character Design)

It's hard to tell from the time-lapse.  How long did the sculpt take?

96

(5 replies, posted in Character Design)

Steviebops wrote:

Cool, Im going to have a gander at Sculptris too.

It's pretty awesome.  I'm disappointed in myself I hadn't heard of it till now.  It's still in Alpha (for 5+ years?), so can crash.  But it also auto saves every 30 seconds or something, so even with the crash there's not much lost.

97

(145 replies, posted in Showcase)

That a pretty move list you've got going there smile.

UFE doesn't save Story Mode wins to PlayerPrefs.  You would need to set this up yourself.  Shouldn't be too hard - when the UFE.WonStoryModeBattle() function is called, just save the current matches to your PlayerPrefs.

I would then also create a Continue option for Story Mode, which you should override the regular StartStoryMode with when there is a current Saved Game (or give the option to start Story Mode again).  Don't forget to ensure the UI is updated to suit.

I also recommend using PlayerPrefsX, since that allows you to save arrays.

99

(15 replies, posted in Showcase)

Eventually, yes.  But it will be a little while longer as I have many things on my plate at the the moment!

100

(3 replies, posted in Showcase)

Nice!  A very original idea for a fighting game.  I like what you're aiming for here, keep us updated on your development!  Keep it up! smile