1

(4 replies, posted in General)

Mistermind wrote:

Those errors are not on UFE 2. They were under old particle effects on previous versions of UFE 1.

The wakka05 stuff is gone and you were right! Thanks a lot for this.

Unfortunatelly, it weren't these warnings that compromised the blocking input. The trouble persists and I don't know if it was fixed in later UFEs 2, but it occurs in the demo.

Here's a video to prove it: https://youtu.be/LH7s_kbHnH4

Mistermind wrote:

"The referenced script on this Behaviour (Game Object 'Wakka05') is missing!"
I'm gonna assume those are warnings, not errors.

Regardless, that message means there are script references to some of your effects prefab pointing to non-existing scripts. You probably copy pasted files from older versions into new versions of UFE and Unity and some of those are either not compatible.
Look under the prefabs at UFE\Demo\Particles (UFE 2) or UFE\Particles (UFE 1) and you will find hose script missing warnings. Just remove those references and those errors should go away.

For the best experience using the product I recommend using the following Unity versions:
UFE 1.8 - Unity 2017-2018.1
UFE 2.1 - Unity 2018.2
UFE 2.1.1 - Unity 2018.3

Oh yeah, I'm sorry. I used "error" as a wrong term, it is a warning.
But I'll try to see if anything you said works.

Thanks a lot!

Explaining in video:
https://youtu.be/R9thnv6Ogew

4

(4 replies, posted in General)

Here is a video version of it, that explains in an easier way:
https://youtu.be/R9thnv6Ogew

5

(5 replies, posted in General)

Mistermind wrote:

The new update version should be available on all platforms within a week. I'll keep this post updated as they become available.

Changelog:
- Scripts updated to Unity 2018.3
- Individual scenes can now be loaded as stages
- Added ability to record individual animation maps on the Animation Map Recorder
- Added option to change Hitbox colors under Global Editor → Debug Info
- Added new option under Character Editor Basic Moves → Down Clips: “Loop Down Clip”
- Added new variable under Global → Round Options: After Battle Menu Delay. Use it to control the time between ending the game and showing the after match menu
- Removed UNet libraries from main scripts folder. UNet libraries are now inside a unity package under UFE\Scripts\ThirdParty
- (Source) Moved core script files from UFE\Scripts to UFE\Core due to a new assembly process
- More improvements done to plinking and move execution priority
- Fixed issue with move's auto-rotation option. It now triggers -before- the frame window value
- Fixed issue with Animation Recorder recording blending values on Mecanim animations
- Fixed issue with a few stand up animations not being properly automatically set
- Fixed issue with particle effects not working on 'outro' moves
- Fixed editor layout issue caused by Unity 2018.3 update
- (Pro/Source) Fixed issue with animation recorder and root motion caused by Unity 2018.3 update
- Fixed issue with plinking overriding certain moves when executed in a short interval
- Fixed issue with activating pull-in while in the corner (commonly used with opponent override)

Please, I wrote an article about an issue regarding blocking by holding backwards. It bugs and the player blocks when pressing forward. It seems like a delay in recognizing side change.

Hi there!

Some hours ago, I brought up lots of strange errors abbout some bizarre missing game objects called "Wakka05", "BlockSphere02" and "null" that happened to occur suddenly or I never noticed before and that seemed to bug blocking.

There this bug that consists of the player blocking attacks even if it's holding forward. It occurs when you block for the first time, then the console warns the bizzare errors I mentioned early, The player jumps to the opposite side, move forward, get hit, jump back to the previous side, move forward and blocks. My theory is that the game doesn't change the forward/backward button when switching sides and still thinks it's the backward button.

I really don't know if that's what making my game crazy. But, that's no the end of it! I use Unity 2018, tested on 2017 and I had the same bug. Then I decided to play a UFE-made game I bought on Steam, that I'm not gonna say the name as a respect of privacy, but guess what? The bugs is on it too! Oh and just to be sure it's not just my problem, I just played the HTML5 demo of UFE 2 and it bugged again! The difference is that it seems that the UFE 2 demo is less likely to bug, but it still happens.

I don't know how to solve this or if it's me but it seems it's an old problem and... I don't think it's an unique problem to me. I mean... it's not possible that it's my mistake when it happened with the Steam game and the demo.

I really wish you guys read this, it's important and if it's hard to understand, I'll take some screenshots later, don't worry. I'll even try to film it if it's necessary.

That's it! Thanks!

Hi, I was here making the UI for my game, when suddenly, messages on the console appeared saying there are bugs.
Messages like:

The referenced script on this Behaviour (Game Object 'Wakka05') is missing!
UnityEngine.Object:Instantiate(GameObject)
ControlsScript:GetHitBlocking(Hit, Int32, Vector3[]) (at Assets/UFE/Scripts/ControlsScript.cs:1995)
ControlsScript:ReadMove(MoveInfo) (at Assets/UFE/Scripts/ControlsScript.cs:1571)
ControlsScript:DoFixedUpdate() (at Assets/UFE/Scripts/ControlsScript.cs:543)
UFE:FixedUpdate() (at Assets/UFE/Scripts/UFE.cs:2173)

OR

The referenced script on this Behaviour (Game Object 'GuardSphere02') is missing!
UnityEngine.Object:Instantiate(GameObject)
ControlsScript:GetHitBlocking(Hit, Int32, Vector3[]) (at Assets/UFE/Scripts/ControlsScript.cs:1995)
ControlsScript:ReadMove(MoveInfo) (at Assets/UFE/Scripts/ControlsScript.cs:1571)
ControlsScript:DoFixedUpdate() (at Assets/UFE/Scripts/ControlsScript.cs:543)
UFE:FixedUpdate() (at Assets/UFE/Scripts/UFE.cs:2173)

AND EVEN

The referenced script on this Behaviour (Game Object '<null>') is missing!
UnityEngine.Object:Instantiate(GameObject)
ControlsScript:GetHitBlocking(Hit, Int32, Vector3[]) (at Assets/UFE/Scripts/ControlsScript.cs:1995)
ControlsScript:ReadMove(MoveInfo) (at Assets/UFE/Scripts/ControlsScript.cs:1571)
ControlsScript:DoFixedUpdate() (at Assets/UFE/Scripts/ControlsScript.cs:543)
UFE:FixedUpdate() (at Assets/UFE/Scripts/UFE.cs:2173)

AND LOTS OF

"Cannot add menu item 'GameObject/UI/[NAME]' for method '[NAME]' because a menu item with the same name already exists."


I woudn't mind that much if it didn't ruin my game! When I block by holding backwards, the first message saying that "Wakka5 is missing" appears and I don't even know what's this. And then, when I walk forward and the opponent attacks, I'll continue to block. That wasn't happening before these messages appeared. I don't know if that has anything to do with me changing the UI elements.

I'd really love to know if someone has any idea of what's going on.
Can anyone help me? I was so close to finish some UIs.

Thanks

Mistermind wrote:
wolfoxyo wrote:

I'm having 2 problems

1) Player 2 keeps moving by itself. I don't know if this has to do with controller sensitivity.
Oh and I'm naming the Input axes like "P2 Joystick Vertical" or "P1 Keyboard Horizontal", things like that...

2) I'm having the old "Unity Exception: Input Axis Horizontal is not setup.". When I create the "Horizontal" and "Vertical" axes, things get to work, but my controller is still glitched.

What drives me insane is that it randomly works or doesn't work. The only thing I can imagine is that it's a controller issue.

Does anyone know a solution that doesn't involve buying cInput/Rewired or upgrading to UFE 2?

If you need a reset, go to Edit -> Project Settings -> UFE -> Replace InputManager.asset file.
It will restore the Input options to the original state.

I did try that, but I could't solve it. But I found a solution after all.

Thanks for the tips!

xFTLxKingPhoenix wrote:

I might be able to help you if I'm at my computer over Skype or something.

It's a simple fix I know that. But hard to explain without actually looking at it

I found a solution for it! big_smile
I just adjusted the Dead values between 0 and 0,8 to 0,4

Now I must figure a way to allow button mashup for player 2. Looks like Unity has lots of issues in regards to Xbox One controllers. It's not recognizing two buttons at the same time.

For those who bought UFE 1.8 Bundle this year and can't afford UFE 2, which version is the stablest one to work with? Or at least, which one is the last to accept an asset that it's going to be deprecated?

I'm having 2 problems

1) Player 2 keeps moving by itself. I don't know if this has to do with controller sensitivity.
Oh and I'm naming the Input axes like "P2 Joystick Vertical" or "P1 Keyboard Horizontal", things like that...

2) I'm having the old "Unity Exception: Input Axis Horizontal is not setup.". When I create the "Horizontal" and "Vertical" axes, things get to work, but my controller is still glitched.

What drives me insane is that it randomly works or doesn't work. The only thing I can imagine is that it's a controller issue.

Does anyone know a solution that doesn't involve buying cInput/Rewired or upgrading to UFE 2?

I bought a new Xbox One joystick, but it's not working.
I tried to find a solution, but it seems all the input names are correct.
Does anyone know what's happening? Did anyone have the same trouble?

Twrmois wrote:
wolfoxyo wrote:

Hey there. I was using the Move Editor and I couldn't find a way to set a button mashup for a special attack (pressing two buttons simultaneously, as seen in Tekken and other 3D fighting games).

Is there a way to configure special attacks executed through pressing two or more buttons at the same time?

Under "Button Executions" under Input in the Move Editor, you could try adding more than one button.

e.g. if you wanted a super move that is executed with down, forward, and button 1+2, you would put down, forward under the "Button Sequences" section, then add both button 1 and button 2 under "Button Executions".

http://www.ufe3d.com/doku.php/move:input

I made it! Thanks a lot! big_smile

Hey there. I was using the Move Editor and I couldn't find a way to set a button mashup for a special attack (pressing two buttons simultaneously, as seen in Tekken and other 3D fighting games).

Is there a way to configure special attacks executed through pressing two or more buttons at the same time?

15

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

Mistermind wrote:

Sorry about that. I found the problem. I'm updating UFE to 1.8.4a

If you want to fix it yourself, under UFE\Scripts\UFE.cs (line 1928):

Look for this segment:

if(UFE.config.inputOptions.inputManagerType == InputManagerType.ControlFreak) {     // [DGT]
    p1Controller.humanController = gameObject.AddComponent<InputTouchController>();
} else if(UFE.config.inputOptions.inputManagerType == InputManagerType.cInput) {
    p1Controller.humanController = gameObject.AddComponent<InputController>();
} else if(UFE.config.inputOptions.inputManagerType == InputManagerType.Rewired) {
    p1Controller.humanController = gameObject.AddComponent<RewiredInputController>();
    (p1Controller.humanController as RewiredInputController).rewiredPlayerId = 0;
}

And replace it with this:

if(UFE.config.inputOptions.inputManagerType == InputManagerType.ControlFreak) {     // [DGT]
    p1Controller.humanController = gameObject.AddComponent<InputTouchController>();
} else if(UFE.config.inputOptions.inputManagerType == InputManagerType.Rewired) {
    p1Controller.humanController = gameObject.AddComponent<RewiredInputController>();
   (p1Controller.humanController as RewiredInputController).rewiredPlayerId = 0;
} else {
    p1Controller.humanController = gameObject.AddComponent<InputController>();
}

Thanks a lot for this! big_smile

16

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

Twrmois wrote:
wolfoxyo wrote:

Okay, I solved the license problem and found out that it has nothing to do with Input issues.
Moved from 2017 to Unity 5, but no solution.
Tried to add a different Input and nothing happened.

Trouble here with me is that it says that it "Cant add [ITEM] because an [ITEM] with the same name already exists.". I believe this is what's ruining the controls.

Is there a dev here to help us?

I haven't gotten those warnings before (even outside of UFE projects). I'm not sure those warnings (keep in mind, those are warnings, not errors) effect input in-game, I could be wrong though. They just seem to be referring to UI elements and not user input.

If I find out anything, I'll let you know.

Thanks a lot! big_smile

I found a copy of some Third Party Input Assets and they worked almost fine, even with these warnings, so I believe you're right. Or not, UFE could be the only "victim" of these warnings.

One of the assets managed to recognize attack buttons from my keyboard. However, no response from WASD or arrows, yet. sad

17

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

I did exactly the same thing and now I can use 95% of my Xbox controller. But I wish my keyboard was functional too.

18

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

christougher wrote:
Fighterman wrote:
wolfoxyo wrote:

I tried to install the asset without Control Freak but it didn't work, too.

Yes, It's as if you install Control Freak just once UFE is just bugged and will not work again.

Have you reached out to Dan The author of control freak ? Super helpful guy

I'll chat with him. But is it really the Control Freak that bugs UFE?

19

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

Okay, I solved the license problem and found out that it has nothing to do with Input issues.
Moved from 2017 to Unity 5, but no solution.
Tried to add a different Input and nothing happened.

Trouble here with me is that it says that it "Cant add [ITEM] because an [ITEM] with the same name already exists.". I believe this is what's ruining the controls.

Is there a dev here to help us?

20

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

I have these Input troubles, too. Don't know if has anything to do with the "Cannot open file 'C:/ProgramData/Unity/Unity_lic.ulf' for write." error

Besides, I have all these console warnings. Are they normal? Is just me?

PunBB bbcode test

21

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

I tried to install the asset without Control Freak but it didn't work, too.

22

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

Greetings everyone!
I'm new to the UFE community and I was so excited to get the Bundle. Now I got it! Hoorraaaaay big_smile

With that being said, I need some help here. I'm testing everything here, but it seems that there's something wrong with... everything.

The inputs are not working and I get to receive these console warnings everytime!
PunBB bbcode test

I just did things like:
- Replacing InputManagerFile in the UFE Project Settings
- Running Unity as the admin
- Trying to solve the "Cannot open file 'C:/ProgramData/Unity/Unity_lic.ulf' for write." error
- Changing the InputManager buttons

Nothing really worked.

I trully need some help. And I apologize any language mistake, I'm still learning english.

Thanks to everyone and nice to meet you all! smile