101

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

What is your block input set to?  Hold Back, Auto Block, or Hold Button X?

102

(3 replies, posted in Suggestions)

You would need Source version to create a new UFE Event for it. 

Have a look at how the UFE.OnHit() is done, you should be able to work out how to create UFE.OnBlock().

We created a custom navigation system because the built-in Event Listener was expecting the default input names in the Unity Input Manager (horizontal, vertical and fire) and it didn’t take into account if we changed the key mapping using cInput.

In addition, we needed to process GUI-Events in a synchronized way for network games, so a custom solution was required.

Anyway, part of this custom solution was that when a direction is pressed and there is no button in that direction, the system would default to the First Selected button.  So what's actually happening is when you press any direction that leads to nothing, it would go to the first option.  Try it, you can press left/right at the Vs Options and it will always select the first option.

In hindsight, we should have allowed for more options than just defaulting to first selected.  This has been added to our fixes.

Ah, that's a good point.

When looking at your screenshot, I initially thought the order in the hierarchy decided which button is selected first.  But after testing that myself, I found that wasn't the case.  It looks like it's the screen height position that decides it, so the highest Y positioned button will always be first selected. 

You could re-design your UI to suit (e.g. UFE's default vertically aligned UI); or a small hacked solution is to change the Pivot of the button in question, so the Y position is numerically higher (but the button's physical position is unaffected).

Let me know if that doesn't make sense, I can take some screen shots.

105

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

UFE is now on 1.6, which uses the new Unity UI and slightly changes how languages are handled.

So, are you using the 1.6 Intro Screen (Main Menu) or still on 1.5?

Yeah, this isn't possible as the transform reference cannot be transferred to a new game object.  Basically, you'll be able to copy all the hitboxes and offsets, but the reference to the rig's transform will be lost, even if they share the same name.

With the characters you have already done this to, you just need to open them in Hitbox Setup and drag the transforms into each hitbox.  You might see they look like they have transforms already assigned, but this is a small bug in Unity that happens sometimes - click the transform and it will either error or go null.  At any rate, just start dragging your transforms into each hitbox and save the prefab.

Your best option, instead of trying to copy the hitboxes, is to create a custom auto-rig button and just use that for all your characters.

107

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

I've had no issues to compile the demo project for Windows 8.x and Mac OSX 10.9.x.

Do you get the same errors when compiling the default demo project?  It would be worth doing, as that's probably the easiest test to run first.

108

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

Here's my settings, which work fine.

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

Player Conditions is Stand and Crouch with default for both.

Obviously, attack button and charge timing is whatever you want.  But important thing is Down is the Sequence, and Up + Button is the Execution.  I like having at least 1 Input Leniency, which allows for buffering during combos nicely.  Charge commands should only require one, but some games may require 2 or 3 - e.g. I know KoF had lots of leniency when buffering charge moves.

109

(145 replies, posted in Showcase)

I think your end product is amazing.  Looks great, and I wouldn't have been able to tell you didn't learn 3D traditionally.  You're a true indie developer! wink

Ah, so your sculpting wasn't in Blender after all.  Have you tried Blender sculpting tools?  They're pretty good from what I've found.

Blendercookie is also worth the membership price, if anyone is interested.  I don't have a subscription now, but I previously had a year's subscription and found all the content I was able to get (including back catalog) was amazing.

110

(12 replies, posted in Tips & Articles)

Do you know which characters are not selectable?  Is it the last 2 characters by chance?

This is a picture of what I mean in step 4.  If you don't have each new portrait button assigned to the array here, then you will not be able to select them.  My screenshot shows a 12 character selection screen.

http://i.imgur.com/cPVCi1d.png

111

(145 replies, posted in Showcase)

Nice!  For some reason, I assumed you were using Maya.  Glad to see another Blender user! smile

Previously you showed high poly sculpts (they looked like it, anyway).  Were those also done in Blender?

Is that a custom rig (not Rigify)?

If you ever have time, I would love to see some info on the Blender development side of your project, like how you took UFE into consideration.  Since Blender is the most accessible [free] software for 3D creation, I think it would be good information for other developers working on UFE projects.

112

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

With no description of what you did, the picture doesn't tell us enough.

The three scripts that are causing errors are now deprecated in 1.6 (new UI options). Did you update your UFE properly?  You need to replace the folders so files are deleted...

113

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

Heh, that reaction reminds me of going to the store smile.

Check your Knock Back (Knockdown) animation settings.  I believe that's the clip that's being triggered there - it looks like it's looping a short section instead the whole thing with Auto Speed.

114

(12 replies, posted in Tips & Articles)

mqiydaar wrote:

Hey, YumCha Games, I was trying the character select prefab option, and I managed to get it looking like a grid of sixteen character slots. Just a couple of questions:

1.) Are the arrays that were supposed to be applied to the DefaultCharacterSelectionScreen.cs script supposed to be in a certain location? Like after the GameObject component?

2.) Is the cursor not supposed to move through the character slots with the question marks?

I wish I could upload an image, but it doesn't seem possible for me.

1) Are you adding an array?  You don't need to, it's already there...

2) That is correct.  If you test the default implementation, it does not move through the ? slots.

If you've created the extra select portrait buttons correctly, then the script will use a ? image for any missing characters.

If you can upload an image to imgur, I would have a better idea of what your issue is...

115

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

OK, I've been able to replicate this if I created a new Global Config file (there also seems to be a bug with the auto updater to 1.6?).    Looks like the issue is to do with certain Story Mode components not being created when the Global Config is created new.  We've logged this, so hopefully we'll have a fix for it soon.

In the meantime, I suggest duplicating the default Global Config file instead of creating a new one, this will avoid the error for now.

EDIT: This was just fixed in a recent patch on the development version.  This should get pushed out with the next bug fix release (sometime after all versions are on the stores and we've had to time to test and fix other issues).

116

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

OK, I'm unable to replicate it here using those steps.  My UFE works fine, even if I have 0 characters listed.

Was this a fresh install, or did you update an existing project?  If you updated an existing, can you try to just install UFE fresh into a new clean Unity project and see if you can replicate the error?

117

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

Hmm, strange.  I'm able to toggle that option on/off fine on my end.

Is there anything unusual with your Characters list?  Is there any blank characters in there?

118

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

I'm unable to replicate your issue.  Can you tell me the exact steps you're doing?  Also, which UFE version do you have?

119

(12 replies, posted in Tips & Articles)

Did you want to use the cycle list, or have all your characters laid out in a grid to be selected from?  You should only use one of those methods, you should do both (it's confusing to the player...).

The cycle list was just another method for selecting characters (if you didn't want to layout a grid of characters).  I didn't list the steps, as it's fairly straight forward to just repurpose the Stage Select code into the Character Select script.  And besides, it's REALLY good (and fairly easy) practice for new coders wink.

If you're really stuck, I can give you some pointers on where to look... but spend at least a few days at it before asking for help.

And just do I haven't missed anything:  "character portraits in the right spot, but you can't select anything"; did you assign the array ID to each OnClick() function of the Button component of the portrait?  See image:

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

120

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

See third post in this thread for how to do more than 8 characters.

To use the dpad instead of the joystick, you'll just need to assign the dpad inputs to the horizontal and vertical axis.  Either in your Input Manager, or whatever input plugin you're using (cInput/ControlFreak).

121

(12 replies, posted in Tips & Articles)

Hmm, good question.  I was too focused on the battle UI for the video, that I didn't even consider that! smile

Have a look at the CharacterSelectionScreen prefab.  Inside the Selectable Characters GameObject you'll have Button_Character_X where X is the array ID.  Follow these steps:

  1. Duplicate more of these buttons (as many as you need)

  2. Reposition in the UI to fit your screen

  3. Change the OnClick() method in the Button component to suit

  4. Then add each of the Button_Character_X objects to the DefaultCharacterSelectionScreen.cs component in the CharacterSelectionScreen root GameObject (Characters array, in case it's not obvious)

To create a cycle list, probably best way is to copy how the Stage Select Screen handles that and apply it to the character select screen.  You'll need to mod the scripts, but all GUI scripts are available to mod in all versions of UFE.

122

(12 replies, posted in Tips & Articles)

[media]https://youtu.be/ZnbRpPUDJnU?list=PLlcO … xfFBPU2oHr[/media]

Music by audionautix.com.

Hi All,

Here's the 1.6 UI Tutorial.  What's in the video:

  • Some points about Unity's new UI and how we've integrated it in UFE 1.6;

  • How to create a basic filled image (for life bars and gauges), including a use-case for radial fills;

  • And some pointers for using Text UI elements in your GUI.

Although I explain enough about Unity's UI that newcomers to it can follow along, I assume some basic Unity knowledge (prefabs, Scene/Game/Inspector/Project windows etc) as I breeze through the simple stuff.

I also recommend people check out Unity's tutorials to get up to speed with version 5 and the UI system.

As always, if anything isn't clear please post below and I'll answer your questions.  Enjoy! smile

123

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

Twrmois wrote:

In 1.6 (I have PRO so i didnt get it yet), is it possible to replace the Menu background with a Video?

Yes, but you'll need to use Movie Textures instead of the included UFE Video Scripts (these play videos fullscreen, where your device takes control of the decoding).

What are the import settings of the Animation panel for the Humanoid setup?

Usually, messing about with those settings (Transform Rotation, Offset etc) will yield working results.  But you'll need to test each one, and every combination you can think of.  It's tedious, but I've found that once you get the settings right for your model, you can just apply the same ones for future reference.

If none of that works, it might be your bone setup.

You could use Legacy instead of Mecanim, if you can't get it to work with Humanoid animation type...

125

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

Not without modding, no.  You would be best to mod in beat em up functionality for that...