1

(6 replies, posted in Showcase)

I used the Multistory Dungeon pack off of the asset store and just legoed it together. Then added some fire FX in the foreground and background.

https://www.assetstore.unity3d.com/en/#!/content/33955

Initially I grey boxed something similar in but got tired of looked at it. So, I picked up the pack. It had enough detail in it to go with the art style I was thinking of for the prototype game.

2

(6 replies, posted in Showcase)

I've been working off and on with a prototype for a team based fighting game. Along the lines of Marvel Vs. Capcom but with an RPG twist.

[media]https://www.youtube.com/watch?v=k4WpE50izdA[/media]

So far I have tank, melee dps (rogue) and ranged dps (mage). For level loading screens in story mode I threw in placeholder screens for map level selection and loot if you win.

I put working on this on hold after seeing Tag team as a future feature. I'm an animator with no programming knowledge. So, I faked the character switching for prototyping using stances. If you're interested in how drop me a msg.

Where do you set which stage to use for training and character selection?

4

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

Has anyone ran into an issue where if you crouch the character freezes?

Crouch is checked in Basic Moves > Enabled Moves

All * required crouching animation fields have a crouching animation. Crouching idle, Block Crouching Pose etc. etc .

The animations themselves work. They preview fine and are set to the same rig type as all of the other animations.

When you let go of crouch it goes back to standing just fine.

I setup other characters the same way and they never had this problem.

5

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

I seen a few people on the forums here talk about "Mecanim Generic"

Is that using generic as the Rig Animation Type and then selecting mecanim in the Move Sets > Animation Type ? From what I understand using mecanim in the Move sets would only work when using Humanoid as the rig animation type.

6

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

I don't know which animation package you use but if you can get your hands on MotionBuilder you can re-target your animations fairly easily in there. I know other animation packages can do it too but Mobu was designed around it.

I got tired of mecanim messing up my animations so I switched to legacy and I handle my re-targeting in Mobu.

7

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

I've run into the same problem with mecanim characters and I haven't been able to fix it with . With P2 the idle animation is mirrored when the game first starts but when the character first moves or gets hit the animation flips and then everything works correctly.. It just seems to be at the start of the round. So, I've been trying to ignore it.

I used legacy on my other characters and they don't have this problem. With the previous version of UFE I never encountered this issue. So, I don't know if there's some new option some place but I don't see anything new in Character Rotation Options.

That was my thinking too when I was setting it up but there's no On Block option in Opponent Override... There is Override Hit Animation though.  If there was it would work out easy. When I tried it I had issues with the Casting frame too. If it's 0 then the reflecting move plays as as soon as the projectile move is triggered. I could adjust the cast frame but it wouldn't be able to account for the varying distance of the attacker.

I'll keep messing with Opponent Override and see if I can get something closer.. Thanks.

I have a character that has 3 stances. In one of the stances I've been trying to setup a a move where if you block a projectile it will "reflect" on block.

I thought I would be able to setup a move using the block animation that had a projectile emit from it. That way it would look like the projectile bounces back after hitting the targets block.

First I tried setting it up using Opponent Override but this doesn't have a trigger on hit/block option. So, as soon as the projectile move is triggered by the attacker and target plays the "reflect" before the projectile gets close. There's a cast time option but I couldn't account for the varying distance of the attacker with it.

Another thing I tried is "Move Override" in collision options of Projectiles but it turns out that's a move override for the attacker not the target.

Anyone know of a way to pull this off with existing UFE support? I'm not a programmer so any code change is sketchy for me.

Anyone know if you can have alternative costumes tied to the stances? There have been a few projects here that have done character transformations and I was hoping to do something along those lines without having to learn programming. Seems like if you could use alternative costumes and stances together it would be easy.

11

(4 replies, posted in Animation)

From what I understand stun time will speed scale your hit animation. That or you can use less frames in your animation.

12

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

After days of trying all kinds of things I got the triggers working again. I even talked to cInput support and here's what they said:

"0. It may be resolved with something as simple as rebooting your system.

1. If you have multiple controllers plugged into your machine, try unplugging all but one. It may be necessary to reboot for this to have any effect.

2. If you have multiple controllers, try plugging in at least two of them. Again, you may need to reboot before Unity will recognize this change properly.

3. Sometimes the triggers will map differently, sometimes both combined on Axis 3, and other times separately on Axes 9 & 10. If you're trying to read input from the triggers on Axis 9 or 10, try it out with Axis 3 or vice versa depending on your circumstances.

Note that the Keys class included with cInput will try to detect the Xbox controller and map the triggers to Axes 9 & 10 but due to these intermittent issues it doesn't always work. So you may not be able to rely on the Keys class in your efforts to get the triggers working properly.

I know this is a hassle and I'm sorry. Unfortunately, due to the fact that cInput is merely a wrapper around Unity's input manager, and because the bug exists in Unity itself, there isn't much more that we know of that we are able to do to fix this issue once and for all."

In case anyone has similar issues here's what I did for the UFE input options using cInput:

Imported cInput

Made a new input in the UFE Global settings.

Input Type: Button
UFE Button Reference: Button 7
cInput Button Name: P1LeftTrigger
cInput Default Key: Joy1 Axis 3-
cInput Alternative Key: none
Button Icon: Button 7

13

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

With the new Unity and UFE version I decided to clean my project up by starting over. Unfortunately I forgot to take a screen shot of my controller trigger input settings and now I don't remember how I got them working.

Anyone got the input settings for the left and right triggers? I'm using cInput.

14

(9 replies, posted in Character Design)

Sounds like your normals are flipped like Meractus said.

15

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

It turns out my issue was not updating to UFE 1.8 in Unity 5.4. I thought hitting the update button through the asset store window would update my projects UFE.  oops.

So, I hit import thinking it would update my project to 1.8 and I guess it did but now I have a ton of other errors and my controls don't work anymore. But I don't see that hitbox error anymore. So, I guess I got that going for me.

16

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

I was hitting save project and save scene but it was still doing it. I think I've fixed it by deleting the meta files then re-launching Unity.

17

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

I'm getting the same thing. Can't do builds of the game but at least it's running in editor for now. Does UFE 1.8 work without errors in the previous version of Unity?

18

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

I just updated everything today and it's still happening.

19

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

I had a move I decided not to use. So, I removed it from the Character files Attack & Special Moves and deleted the move file.

It was a chain move in other attacks and moves so I went in and removed the linked move but for some reason it doesn't save that I removed the move. If I close Unity and reopen it there's the empty move sitting there that I just removed.

The annoying part is if there left there the game locks up from the error it causes. I've never had this issue before.. the move file and meta file and read write.. So, I'm not sure what can be causing this.. I've removed moves and chain move links before without any issue.


Anyone know?

20

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

I have a move that switches the characters stance if you press button 1 and 3 at the same time. When the character is just standing there idle it does exactly what it should. You can see in the debug info the two buttons are hit together and the character switches.

When I tired to use the move as a chain move I noticed it can't seem to register pressing two inputs at the same time if you've previously hit an input.

For example if I tap button 1 then hit 1 and 3 at the same time as a chain move it only registers one of buttons.

Anyone ran into this one and know of a way to fix it?

21

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

The names don't have to be the same as long as you're using Humanoid. Humanoid is a control rig over top of your skeleton similar to MotionBuilders control rig. You would just need to setup Avatar Definition with the bones for each character. Then you should be able to apply one characters animation to another. But this will give you mixed results depending on how different your two rigs are.

22

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

Twists should still work if you're using Humanoid. As long as the animation on the twist bones are baked when you export / save the animation to fbx from w/e animation package you're using and the twist bones are included in the mask in Unity.

23

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

I don't have UFE setup here at work so I can't check but from the setting in the character file it doesn't look like it supports Generic. It would be nice if it did. So, I hope I'm wrong. Generic is nice to keep your animations how you animated them and for non-bipedal rigs.

Legacy works but Unity recommends not using it.

24

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

I've only seen the options in the character file drop down for Humanoid and Legacy. Are you saying you can set the fbx rigs to Generic then use Humanoid or Legacy in UFE character settings?

Unity Humanoid quality is okay if you really need to share animations from character to character within Unity but in order for it to work perfect they still need to have the same skeleton hierarchy and rotation axis. The down side is your animations are not one to one. Humanoid has degrees of freedom setting for the bones that will limit the bone rotations regardless of what your animation does. There are setting for it but I've never gotten them to do what I want.

For example if you have a sub object in your FBX of a melee weapon that's not part of your character skeleton hierarchy and in your animation it lines up with your hand. When you put it in Unity with Humanoid as the rig the hand and melee weapon wont line up and they'll be offset.

UFE supports legacy in the character file and this is what I've switched to using. My animations are 1 to 1 and any sub object I have as part of my character lines up where it should.

25

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

I tried sequence but it still didn't work. if I use sequence it doesn't do anything on press or release.