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[50% OFF] Game Kit Controller: Engine with dual weapons, vehicles & more! 3.02g Melee Combat System

Discussion in 'Assets and Asset Store' started by sr388, Sep 1, 2015.

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What features/systems do you prefer to arrive sooner for next updates on GKC?

  1. AI behaviors options, able to drive vehicles and fire turret weapons

    34.5%
  2. Armor/cloth system: stats, damage resistances, etc… & character aspect customization (fallout)

    43.1%
  3. Cover System and Climb system based on Breath of the wild and Assassins Creed

    62.1%
  4. Online multiplayer (using mirror as first solution and include others later)

    39.7%
  5. VR integration including 1st/3rd person and locked views

    8.6%
  6. Full body awareness (FBA) to see player’s legs, body and arms in first person

    15.5%
  7. More types of controls, similar to Diablo, MOBA & RTS and similar genres

    12.1%
  8. More tools/creator wizards on the asset workflow (tell about them)

    20.7%
  9. Integrations with other assets (tell about them)

    19.0%
  10. More RPG/Scifi elements/mechanics (tell about them)

    10.3%
Multiple votes are allowed.
  1. sr388

    sr388

    Joined:
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    Hi everyone.

    I have been improving the damage detection system, for a more accurate detection of surfaces to damage, specially for the close combat system along with adding an option to trigger the damage reaction system on characters with any type of damage received, allowing to configure that in the damage settings:


    So you can set if an element that applies damage activates this reaction system (to play animations based on the damage position on the body of a character for example) separately, like firing weapons, close combat, melee combat, collisions with objects, etc...

    I am going to make a couple of improvements more on it, to configure different reactions categories according to the mode of the AI, to be different according to if he is using fire weapons, or melee, or close combat, etc...

    Regards.
     
  2. ikemen_blueD

    ikemen_blueD

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    @sr388 hi there, any news on the climbing support? Thanks ;)
     
    sr388 likes this.
  3. sr388

    sr388

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    The climb system will be added in two different parts.

    In the first part, it will be a free climb system, similar to breath of the wild, allowing to climb any type of surface freely (with options to set if a surface can't be climbed and the rest do or viceversa) and another one more similar to assassins creed.

    That will be during the last updates of 3.0 series before moving to 4.0. In between these two climb systems, I want to finish the integration with the climbing system asset of the store, so each user can decide which of these climb system to use, those which will be available and working out of the box inside GKC or integrate a external solution like that asset.

    This is the asset I mean:
    https://assetstore.unity.com/packages/templates/systems/climbing-system-151612

    I have to say that the climb system is one of the elements that I want to make since a long time ago and I am really excited to work on it, but like always, the time is the only limit right now when you are a one man team, but I am working as fast as possible to finish the new update asap, so I can work on the next content, along with more tutorial and documentation as well :)

    Regards.
     
  4. sr388

    sr388

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    Hi everyone.

    I have been improving the hit reaction system, to allow to configure categories of damage reactions, so each mode can have its own reaction animations, so modes like melee or close combat have different damage hit reaction animations, since the character is fighting with different elements:


    I need to tweak a couple of elements in the animator to improve the transition, but it is working properly, also I will add some random reactions on each damage direction (damage from the front, backward, left or right).

    Regards.
     
    Mark_01 and EN_Games like this.
  5. sr388

    sr388

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    Hi everyone.

    Here the improved element that I mentioned some weeks ago for the melee system, allowing to trigger remote events on the object that has been blocked perfectly, so this can be used for example when the player makes a perfect block, the remote event can change the animation speed on the AI for a few seconds (all configurable) to make it slower and allow more reaction time:


    And another option will activate the bullet time in general (or just slow all enemies speed and keep the player speed the same) when he makes a perfect dodge/roll on attack (when the invulnerability time is active and he receives a damage that is avoided from this inside a time range), similar to bayonetta.

    Regards.
     
    MorpheusXI, DaftPuzzler and EN_Games like this.
  6. sr388

    sr388

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    Hi everyone.

    I want to share another video with the progress of the user @kerria on his project developed with Game Kit Controller:



    Regards.
     
  7. MAVG

    MAVG

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    Posts:
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    hello again i have a Question

    - On your next update the animator management code will be moved to another script to allowing the use of generic models? or that will be on another one?
     
    sr388 likes this.
  8. sr388

    sr388

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    Yes, I want to work on that part on the next update, after the upcoming one. Not 100% sure if the support of generic models will be ready for that update or the next after that, but it will be included on one of them without fault :)

    Regards.
     
  9. sr388

    sr388

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    Hi everyone.

    Here the option to slow down the enemies when doing a perfect dodge, similar to bayonetta (I have also improved the roll/dodge/dash system in third person, allowing to configure a list of different group of animations, like dodge, roll, slide, backflip, cartwheel, etc...., I will show more about that tomorrow):


    Also, here a little preview of the new character model for GKC, replacing to the old ethan once and for all. It includes more blend shapes options and different outfits and will be very useful when I start to work on the armor/cloth system, as it contains separated pieces and the blend shapes will add more options types for the possible customization (which will be used for UMA as well):


    Regards.
     
  10. sr388

    sr388

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    Good news, everyone.

    Game Kit Controller is 50% OFF for the April Sale on the Asset Store!

    Also, here an example of the different types of dash/dodge/roll actions that can be configured in a list of different movements and which can be activated by each weapon separately, allowing to asset a type of roll/dodge to each melee weapon:


    Each roll/dodge state can be configured for 4 or 8 directions according to movement input and has options to stop an attack to start the roll/dodge action.

    Regards.
     
    hopeful and EN_Games like this.
  11. MAVG

    MAVG

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    sr388 likes this.
  12. sr388

    sr388

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    Yes, I know this asset, got it back when it was released but didn't have too much chances to mess with it haha. From what I saw, it should be easy to use with any other asset, as it rewinds and manage most parts of the elements for animations, physics, states, particles, sounds, etc...

    Regards.
     
  13. MAVG

    MAVG

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    Feb 22, 2018
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    an UMA system in game? YAY that was exactly what i wanted to communicate in my spore like suggestion

    just one question.... are you going to make an integration with UMA 2? i think it would reduce effort and time in development as well as increase its power :rolleyes:
    https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611

    or are you going to make your own UMA system?

    Awesome! im looking forward to it. thank you for this amazing asset
     
    Last edited: Apr 13, 2021
    sr388 likes this.
  14. sr388

    sr388

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    Happy to hear that :D

    And yes, UMA 2 integration has been made for this upcoming update too, here you can see a test I made a few weeks ago:


    So yeah, the armor/cloth system will be totally usable with UMA as well, along the customization of the character ingame ;)

    Regards.
     
    MorpheusXI, MAVG and EN_Games like this.
  15. sr388

    sr388

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    Hi everyone.

    I have posted a new poll for future features on GKC, replacing to the previous one, as multiple elements of the previous poll have been added or are in process to be added soon, so I made a new one to see what elements do you prefer to arrive sooner :D

    Some of the elements that were in the previous poll and which will arrive soon are:
    • Crafting system
    • More improvements for AI

    Regards.
     
    EN_Games likes this.
  16. MAVG

    MAVG

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    Feb 22, 2018
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    Nice!!!! :D:D:D thank you bro
    Another question/ Suggestion have you considered include a charge attack? something like this

    i just thought it would be very cool to include

    however taking in mind the "ability editor" in your asset i suggest to include the following moves that are

    - pin down/immobilize an opponent (with option of doing an action (for example an attack) to the opponent once they are down) with also the option of "breaking free" for the enemies as well as the player pressing a key or with an event. making possible things like this:


    - climb with the option of doing an action (for example "stab the colossus" ;)) once you are onto something
    - drag along/pick up a character with an ability (for exaple for dragging a character along with charge like in the charge video)

    if those mechanics are already in your asset ignore this suggestions, im still exploring the amazing world of GCK, also they are optional as i want to know more about what do you think about them.
     
    Last edited: Apr 14, 2021
    sr388 likes this.
  17. sr388

    sr388

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    Hi everyone.

    Here another example of the reaction system, allowing to configure concrete reactions of a certain attack. For example, the last punch of the combo activates a reaction with an electrocuted animation, the kicks just use the regular damage direction to trigger each reaction according to that (with the last kick activating the push objects, which also pushes the enemy in front) and the first special attack (the multiple and quick punches) activates the stunned reaction:


    So now you can set any type of custom reaction for damage on a certain attack that you need or use the default reactions based on the damage direction and the settings for it. The player has the reactions disabled, just to show the reactions on the AI on this video.

    @MAVG yes, I want to add more action system examples for the interaction of the player and another character, like an AI grabbing you or attacking you when you get close enough or in a special attack of that AI.

    About the drag ability, it would be something similar to this drain ability example:


    So in another update, something similar could be added to move the AI along the player while he push that AI or similar situations.

    Regards.
     
    EN_Games, MorpheusXI, MAVG and 2 others like this.
  18. pallavimankame77

    pallavimankame77

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    Nov 14, 2018
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    HI ! I am new user of GKC. a day before yesterday I bought this package from Unity Assets Store. I have few questions. I was following Video Tutorials provided by developer. I successfully replace custom game character as player but not able to add enemies into the level. If I do so my game will get stuck or pause. How to add enemies? is there any video tutorial updated my developer. Please help.
     
  19. sr388

    sr388

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    Hi @pallavimankame77.

    First of all, thank you very much for your purchase :)

    It sounds like the navmesh is not baked, it is possible? The AI on GKC uses navmesh system of unity to calculate the navigation. Let me know if you did that step or not, to know if it could be maybe something else.

    Regards.
     
  20. pallavimankame77

    pallavimankame77

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    No ! I ma using Ethan character as an enemy.... I have not baked any navmesh. will you please tell me how to do it. do you have any Tutorials ? let me share my screen shot with you.
     

    Attached Files:

  21. sr388

    sr388

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    Here you can see the steps for it:

    https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html

    Let me know your results ;)

    Regards.
     
  22. pallavimankame77

    pallavimankame77

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    Thank you very Much brother............problem solved ..... cheers
     
  23. pallavimankame77

    pallavimankame77

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    Hi there !! My game type is Zombie shooter. therefore I am adding enemy in combat mode. But those Combat AI only follows me incited of fighting like punch or kicks. am I missing something ?
     

    Attached Files:

  24. sr388

    sr388

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    Glad to help :)

    Not sure what you mean, do you mean that the AI is not attacking you or something else?

    There is a package of animations that you can find in the public repository of GKC. In the section external files of the doc, you can see the steps to import it, it is very easy and quick.

    Let me know if you mean this or something esle.

    For the upcoming update, I have configured a zombie AI example, including zombie animations for movement and attacks. Here an example of the AI starting the game directly in zombie mode, and you can also see the option used to activate that mode, being just a single click to trigger that state from a list of different states which can be customized/added/removed, and which are used for example for the injured state as well:


    Regards.
     
  25. pallavimankame77

    pallavimankame77

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    Yes AI is not attacking ... Sure I will Try that later but first I am following your tutorials. right now I am watching
    Game Kit Controller (GKC) Tutorial #5: Input Part 1: Keyboard
    but there I Could not find LEVEL elements in my UNITY hierarchy. I want to try open & close door actions.
    thank you.
     
    EN_Games likes this.
  26. sr388

    sr388

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    Hi again, and sorry for the late reply, my intenet connection died a couple of hours ago and the 4G connection right now goes very bad.

    About that tutorial, the level elements is just an empty object to organize the elements which were placed on the scene, as example for the tutorial.

    The objects inside can be found in the prefabs folder. Let me know if you check that.

    Regards.
     
  27. sr388

    sr388

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    Hi everyone.

    I have made a showcase video of games which have been or are being developed using Game Kit Controller:



    Also, the new update 3.03-1 is almost ready, including tons of improvements, additions, better workflow and tools, so you can focus on your game and leave the rest to GKC :)

    Time to attack, protect and SLICE (sorry for the low quality of the gif, is hard to fit the size limit haha).

    ezgif.com-video-to-gif.gif

    Regards.
     
    EN_Games, MorpheusXI, Mark_01 and 2 others like this.
  28. pallavimankame77

    pallavimankame77

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    Yes I Got It... Thank you... cheers
     
    sr388 likes this.
  29. sr388

    sr388

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    Glad to hear that. I am going to sleep now (it has been a long day), but will check any new message tomorrow as soon as I get up.

    Good night :)
     
    Mark_01 likes this.
  30. MAVG

    MAVG

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    can ia states change behavior? for example form hostile to friendly etc.?
     
    sr388 likes this.
  31. sr388

    sr388

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    Yes, for the upcoming update, I have added options to change their faction ingame, allowing turn enemies into friends, allowing to give orders to them as regular friendly AI:


    Also, there is an ability to turn AI into zombies, and in case they are enemies, they are also turned into friends:


    The AI, like the player, can also change its attack mode at any moment, from close combat, to melee, fire weapons, powers mode and run away from other AI instead of fight, and more AI behaviors are planned too :)

    Regards.
     
    Mark_01 and EN_Games like this.
  32. sr388

    sr388

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    Hi everyone.

    I added the option to create neutral AI on the character creator, so it can be used at any moment along with the friend and enemy AI. By default, this AI won't follow the player or any other faction, neither attack, but with the faction system, you can customize its reaction if attacked.

    Sin título.png

    Also, by default, the AI is able to detect and follow a partner by configuring the faction to set as partner, which can be another AI and not only the player:


    Regards.
     
    MAVG, kandelaki_L, runealdoo and 4 others like this.
  33. Zax2015

    Zax2015

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    The video explained the fix perfectly. Thanks so much. I just needed to add the Izzy Character herself to the extra mesh list. That removes everything when going to first person. Thanks again for such a complete and quick reply. Loving this system! This really is the single most complete game creation asset out there. And I've been around since the Genesis age of engines. Good job. Very well put together and easy to use. Tweaking it and making it our own is the fun part!
     
    sr388, Mark_01 and hopeful like this.
  34. sr388

    sr388

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    Hi @Zax2015.

    Very happy it is working properly now and also, much appreciated to hear your kind words, it truly means a lot for me and motivates a lot to keep working harder on the asset to make it as good as possible :D

    Btw, suggestions are also welcome, so don't hesitate to tell me any element or feature you consider interesting or useufl for the asset.

    Also, I will take the opportunity to say that a rate/review of the asset in the asset store always helps a lot, getting feedback and opinion from it, of course, with you sincere opinion and once you have tried the asset enough. No rush or feel forced to it, I just remember to tell this to users from time to time (and avoid to spam it too much) :)

    Regards.
     
    Mark_01 likes this.
  35. felixsg

    felixsg

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    HI, I buy this 2 mionutos ago, and I not use already, but I have a question
    I read is support emerald AI, I don´t know if I buy that AI for use with GKC

    working well? worth buying?
    I know you have the idea to improve the internal AI of GKC by this I asking if Emerald AI is a good compliment
    thanks

    note: My english not are very good and I convinced to buy this by the reviews and other forums comments
     
    sr388 likes this.
  36. sr388

    sr388

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    First of all, thank you very much for your purchase @felixsg, it is much appreciated :)

    About emerald, I haven't used extensively, so I can't give an opinion covering the 100% of emerald elements, but so far, I think it is a solid AI, especially for animals and similar characters.

    But there are probably other users here on in the discord channel of GKC who maybe can give their opinion about emerald. It is also recommend to check the unity forum of emerald, as it can help to get a proper opinion of the asset from the comments there.

    There are planned more integrations with other AI solutions, including Honor AI (which is already and will arrive short after the release of the new update of GKC), behavior AI, invector AI and similar.

    Of course, the GKC AI will keep receiving more improvements and tools, to make it as good and customizable as possible. Many improvements on it has been added, including its attack AI for close combat, melee and weapons, performance and more customization options :)

    Regards.
     
    Mark_01 likes this.
  37. MAVG

    MAVG

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    Nice... this is coming together in an awesome way...

    is a blessing having you doing this amazing work


    Speaking of IA

    if your asset has an ingame dialog system and faction system i thought that you could add an integration with Extreme AI https://assetstore.unity.com/packages/tools/ai/extreme-ai-light-v3-155108 to make things more interesting ;) like having a relationship system.
    according to the description it allows you to create personalities for non-player characters that evolve during the course of a game based on interactions and events. Based on the Five-Factor model of personality, Extreme AI is "live" during the gameplay itself as NPCs' personalities are modified on the fly as they interact with players, other NPCs, and even the world around them.

    At first i was going to suggest an integration with
    Love/hate https://assetstore.unity.com/packages/tools/ai/love-hate-33063 but seeing that GKC already has a dialog and faction system i think the first asset is better suited.

    tell me what you think :)
     
    Last edited: Apr 20, 2021 at 7:28 PM
    sr388 likes this.
  38. sr388

    sr388

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    Hi everyone.

    I have been improving the close combat AI brain, being now better and more effective, along with easier to be extended (also reaction system configured in the player for the close combat too):


    @MAVG thanks, much appreciated to hear your kind words, and yes, integration with more AI solutions are planned and integration with pixel crushers assets are planned too, being quest machine and dialogue system the first too that will arrive shortly after finishing the new update.

    Of course, the dialogue and mission system included on GKC will keep being improved and having more options and customization, as both have been also improved for the new update, including for example options to use animations for both NPCs and player while talking each other ;)

    Regards.
     
    runealdoo likes this.
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