1

(3 replies, posted in General)

Shame we get no support here.

2

(3 replies, posted in General)

Hi,

I'm just wondering if it would be possible to support Mirror networking instead of PUN2 as it would be far more flexible for developers. Even as a paid addon, I'd be interested.

Hey guys,

Just thought I'd show you what I use to show hitboxes on the build of the game, many players like to see the hitboxes as part of the training options so I thought I'd add them.

I used an asset from the asset store called Aline: https://assetstore.unity.com/packages/t … ine-162772

I edited the hitbox scripts to display with aline what they display in the debug options in UFE.

Here's the result:

https://www.youtube.com/watch?v=XJ6JaQZpBJw

Hope it helps some of you.

4

(0 replies, posted in General)

So I'm trying to get multiplayer working with Mirror. I'm not an expert at Mirror or networking so I'm struggling.

Has anyone else tried this, how far did you get?

5

(3 replies, posted in General)

Mistermind wrote:

Check the wrap mode under the basic animation structure (under Character Editor -> Move Set), see if it is set to loop.

Thanks for the reply.

Setting the Wrap Mode to once fixes the issue but stops the crouching idle animation from looping.

It's not too bad though, just a shame we can't have some idle movement in crouch.

Hey,

I've added a crouch animation to my 2d character in 3 parts. 1 crouching down, 2 crouching idle and 3 stading back up.

The issue is that for some reason the animations are playing a random frame and it looks rubbish. I've tried all the tricks I know like disabling loop time on the animation in the inspector and setting any blending to 0 but it's still doing it.

https://www.youtube.com/watch?v=9cifdneF3NU

It's finally working.

Thanks for the help everyone. roll

8

(4 replies, posted in General)

Is it possible to force a move on a player via code?

I'd like to add a dizzy state by tracking a meter and when that meter gets full, just play a move on the effected player.


Is this possible?

Thanks

Hi,

I'm trying to add a particle effect to a move on my 2d sprite based character.

I'd like the particle to come from the characters upper torso but the bodypart setting in the casting timeline doesn't work with custom hitbox animations & so the particle effect always appears in the center of the scene.

Is there any specific set up I need to do to get this to work?

Thanks

10

(1 replies, posted in General)

Nevermind, I did a search again and found someone else with the fix here: http://www.ufe3d.com/forum/viewtopic.ph … f2ce#p7876

mizael86 wrote:

After much pain alone, I discovered that after you insert the hitboxmap into the animations of the moveset file, you should select the AutoMap option and then click 'Apply' on the speed and quantity portion of the animation frame, so it sets the amount of frames correctly. Then you return to the Custom option. This is the tip for anyone who has this problem in the future.

11

(1 replies, posted in General)

Hi,

I'm working on a 2d game with sprites. I've created an animation with the sprites I want and made a custom hitbox file which is 12 frames long with 2 frame start up, 2 active frames and 8 frames recovery. I add 2 hitboxes, one for the body & one for the attack. In the move editor I add a hit and give it a hurt box that references to attack hit box.

However in the move editor the active frames are 2 startup, 2 active and 12 recovery.

No matter what I try, even if I shorten my animation recovery, the active frames in the move are always longer than what my animation is. This is making my moves (in this case a weak jab too slow)

Is there anything I'm overlooking perhaps?

Thanks

12

(2 replies, posted in General)

bobbylamhk wrote:

I have made a 2D ”Death" animation for "being hit" to "fall down"
Somehow similar to the Death Animation of Ellen in the demo
Reference Image


So, when the KO happens, the character fall on the ground.
But and then problem happends: he will stand up again, ending like the one shown in the image,
seems to be playing the 1st frame of the Death animation.

I have set all those falling clips with Clamp Forever, so not sure have to deal with this yet.

On the other hand, I may want to set a special animation only for Death, different from those normal knock downs.
Is there a way to specific the Death animation in 2D?

I had the same issue with 2d animations and wondered what was going on.

I fixed the issue by unchecking Loop Time in the inspector on any animations I don't want to loop.

https://i.imgur.com/zumziAc.png

It seems that there was a little overlap even when set not to loop in UFE.

Hope that helps!

13

(11 replies, posted in General)

MrPonton wrote:

Oh yeah, I took what you said that way, but I wanted to clarify especially for those on the forum who aren't fluent in English.

Good point!

Thanks, I was missing all the TextureConversation Before & After BattleScreen prefabs on each character.

15

(11 replies, posted in General)

MrPonton wrote:
derkoi wrote:

So you could say that your game has GGPO as people know what that is.

I would caution against this. Only as a marketing reason I mean. Since UFE doesn't use the GGPO code and GGPO is its own brand, it would be false advertising to say it's using GGPO. I would suggest using the generic term of Rollback Netcode to avoid issues with angry customers.

For example, Fight of Animals is a project that released on steam using UFE2, so it advertised that it had Rollback Netcode and not GGPO.

That's true. I was thinking more in conversation, for example "It's has rollback netcode", "What's that?", "Have you heard of GGPO? It's the same kind of thing"

Hi,

I'm getting this error when loading the 2nd fight in story mode. It prevents the game from progressing beyond loading the Battle UI for the 2nd fight.


ArgumentException: An item with the same key has already been added. Key: Forward
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <fb001e01371b4adca20013e0ac763896>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <fb001e01371b4adca20013e0ac763896>:0)
ControlsScript.Init () (at Assets/UFE/Engine/Scripts/Core/Physics/ControlsScript.cs:121)
UFE._StartGame (System.Single fadeTime) (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:3081)
UFE+<>c__DisplayClass319_0.<StartGame>b__0 () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:845)
FluxCapacitor.ExecuteLocalDelayedActions () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:824)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:585)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2287)

Any idea what might be causing it? I'm using the latest asset store source version.

Thanks

17

(11 replies, posted in General)

xHerox wrote:

Is UFE's rollback the same with GGPO's? I'm seeing a lot of posts in r/fighters saying they want rollback in their games and I'm wondering if UFE's version is the same. Just a question since I'm thinking of releasing my mobile game to steam.

GGPO is just a branded rollback as far as I'm aware. The developer of GGPO came up with it. When people talk about GGPO they're essentially talking about a rollback system which UFE has. So you could say that your game has GGPO as people know what that is.

18

(11 replies, posted in General)

acidfmhq wrote:

Tried to do the same thing in order for UFE to work with Mirror a class has to be created that has a class inheritance to MessageBase. I was trying to use the script that was in the old Unet connector api but the byte[] data from SendNetworkMessage would never reach UFE's OnMessage Event.

I also tried using the old UNET Connector but had issues too. For someone who knows more about mirror/networking this might be fairly trivial. sad

19

(11 replies, posted in General)

Thanks for the reply!

I've been looking into using Mirror instead of Photon. There are some guides to migrating existing UNET projects over to Mirror. I started work on this but I'm just not experienced enough with networking and quickly got stuck.

Your game looks awesome by the way.

20

(11 replies, posted in General)

Hi,

I'm just wondering how the Photon networking works and the ramifications on costs.

Does UFE connect to Photon for the machmaking and then disconnect or does it remain connected? Obviously CCU is the worry here.

Thanks

21

(3 replies, posted in General)

OK, thanks.

22

(3 replies, posted in General)

I've searched but didn't find anything.

Is it possible to add a victory animation to the winner after each round? If so how?

Thanks

MrPonton wrote:

Sounds possibly like you need to check your max zoom level for the camera. As it will only zoom out so far regardless of how far the boundary is set.

Thanks for the suggestion.

I couldn't get it to work properly until I scaled up my characters up to something similar to the demo characters scale. Seems like a bug to me, but nevermind, I've made the workaround now.

Mistermind wrote:

No need.
From what you said so far, it looks like the values used for Left and Right Boundaries under the Stage Options might not be matching with the stage you created.
These stage values are not tied to your actual stage, but rather the 0,0,0 Scene position. Make sure you align your stage based on those coordinates.
If you are still having issues, use any of the 2 training stage examples as a template to how its done. You can also watch this video tutorial:
https://www.youtube.com/watch?v=JdqkKPhzM8E


The issue is the camera does not keep the players in it's view. It doesn't seem to matter what values I set for the boundaries, the players keep walking to the boundary but the camera stops before that and allows the players to walk off screen.

I can't use the training room prefab as a template as I'm working in real world scale, so the stage is far too big.

Should I email you for support?