Search Unity

Feedback BestFPS: v1.0 | Full Body Character Controller for Playmaker [SINGLEPLAYER] [MULTIPLAYER]

Discussion in 'Assets and Asset Store' started by Meka_Games, Feb 27, 2023.

  1. petr0nije

    petr0nije

    Joined:
    Mar 6, 2019
    Posts:
    6
    Yes, I'm in eu. It just writes, join room failed
     
  2. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    When this happens, don't close the game, just press esc and go back to the lobby and recreate the room.
     
  3. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    In this asset, there is no possibility to use outer melee weapons, so there is no function of throwing melee weapons.

    PS: Meka, think about releasing add-ons for BestFPS. Melee weapon system like in Zombie Shooter Asset, bow, crafting and building system, sticky grenade, flashlight, etc. Personally, I would love to buy such addons. The fact that your assets are incompatible with each other is a huge minus. Therefore, paid add-ons would solve this problem.
     
    trustpivot likes this.
  4. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    575
    cant agree more Mittius :p
     
  5. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    There's a reason I don't include these kinds of things in the pack, I give people an opportunity to do something original with this pack. It is impossible to have all the features you want in one package, the things you want contradict each other.

    I don't think I will add addons. I guess I won't be releasing a new asset for a long time.
    I created and published all the things people wanted from me for Playmaker. This includes fps, tps, 2d, AI, guns, melee weapons, interaction, save system, multiplayer and many many more..

    I think I have completed my mission. I will continue to update the assets. But I will take a break for a while.
     
    trustpivot likes this.
  6. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    How do I add/remove a weapon to the spawner in multiplayer version?
     
  7. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    Hi. The tutorial video for multiplayer is still in progress. Stay tuned.
     
  8. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    If anyone has the same problem, the solution is:

    "Item Spawner.prefab" > Item Spawner FSM > Name of weapon State (item.shotgun, for example) > *Select game object* (choose the auto-pick up weapon prefab which you want)
     
    Meka_Games likes this.
  9. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    Hmmm, in MP sometimes I cannot shoot or pickup the green-clouded weapons even I have no any weapon. Sometimes cannot change the controls and cannot go out from the pool (jump isn't worked to go out)
    It's very needed a bot with gun even in SP and MP. Can I mix SP, MP and Parkour into one project, I mean into one game?
     
  10. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    The same problem - sometimes can't pick up auto pickable weapons even if I don't have any weapon. The problem is observed on a clean version of the game without any edits.
     
  11. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    I'll investigate it.
     
    Mittius likes this.
  12. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    Thanks! But what about the other part of the question? "Can I mix SP, MP and Parkour into one project, I mean into one game?" It's really important, because I want to use your asset
     
  13. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    No sadly, All my assets can not be mixed together. But you can SP and MP in a game with this package.
     
  14. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    Ok, thanks for the answer. As I saw the parkour is an older asset, maybe you made it with codes. Really interesting those small spheres, you used. I made the hanging in my game (vertical and horizontal movings on a wall by rays, but I think your solution works with sphere triggers, which is better I think. Anyway, I'll try to mix the animations by playmaker or by bolt, because that is a really great asset.
     
    Last edited: Apr 20, 2023
  15. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    I bought all, and now I'm really-really excited :D
     
  16. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    Why did you buy everything, knowing that you can't combine them? o_O
     
  17. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    You said SP and MP can be combinated, the other necessary assets are: Playmaker and EasySave. I hope somehow I can add the parkour system later to the project. Now SP is working 100% and go to the next step: MP.

    In the video you typed 0 against 3 at the input configuration Vertcal DPAD's garvity. Plus after I installed the SP it resetted all config what I had to do in the Player Settings, so after it I had to do the settings again.

    I'm wonder how can I mixing MP and SP. If you have some important suggest, please let me know
     
  18. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    When I said "SP and MP can be mixed", I meant that SP and MP Player Prefabs are separate. You can add a story to the game. By putting a button in the main menu, players can fight with each other online or even play co-op in the same story style. Of course, you need to have advanced knowledge of Playmaker for this.

    Do not select the project settings part when importing. If you do, all of the Player settings you have made will be reset.

    Honestly, it is quite difficult to combine this asset with the parkour system. I myself may not be able to do this because their purposes of creation are different and the systems are completely different. Therefore, it is much better to use these types of packages to learn.
     
    trustpivot likes this.
  19. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    I'll create the main menu, but still I don't know what parameters need to add to the button for online game. My target is the Coop game, I wa really sad when I had to disable it in my game before.

    I never worked with Playmaker, only with codes. But this was a main reason when I bought your assets, because I wanted to change from coding.

    Yesterday I could import MP and added the game to photon, but it started very slow and now it doesn't start, so I have to figure the correct steps.
     
  20. Andriska07

    Andriska07

    Joined:
    Sep 23, 2019
    Posts:
    9
    it's incredible how unstable Unity has become, in some ways. If I zip the whole project and unzip it again, it gives me a bunch of error messages, I practically have to reinstall playmaker and pun, but the animations still don't work. There is something wrong with source control, since they introduced Plastic SCM I have been avoiding it, but unzipping from zip or a full copy should work. Deleting Library folder doesn't help. What happened?
     
  21. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    The biggest missing feature is enemy AI that actually shoot at you imo.
     
  22. Mittius

    Mittius

    Joined:
    Jan 14, 2023
    Posts:
    11
    is there any change with this?
     
  23. trustpivot

    trustpivot

    Joined:
    Sep 29, 2017
    Posts:
    18
    Any update on the multiplayer tutorial? Looking forward into diving into that more!
     
  24. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    Hi,

    I am currently away from home due to a special situation.


    I'm so sorry for the delay. I will inform you very soon.
     
  25. trustpivot

    trustpivot

    Joined:
    Sep 29, 2017
    Posts:
    18

    No worries, I hope and pray everything will be good.
     
  26. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    575
    any news?
     
    Mittius likes this.
  27. trustpivot

    trustpivot

    Joined:
    Sep 29, 2017
    Posts:
    18


    Any updates on this? Hope all is well.
     
  28. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Has this asset been abandoned?
     
  29. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    No. What did you see to say Abandoned?
    There's no reason to abandon my best asset.
     
    Last edited: Jul 10, 2023
  30. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Sorry, wasn't seeing any replies.
     
  31. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    575
    when will the multiplayer tutorial be ready please?
     
  32. jschalky

    jschalky

    Joined:
    May 9, 2020
    Posts:
    6
    I have just purchased, i have setup as per documentation however frame rate is very low. around 25fps sometimes i can load the game and its okay but usually its quite poor. its just a basic the empty scene that comes with the package.
     
  33. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Any sign of the multiplayer tutorial?
     
  34. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    I purchased the single-player version and I notice some bugs with the weapon wall-avoidance logic. My weapon gets stuck in a raised up position (eg. sniper rifle) and if I then ADS, it zooms into the raised-up model. Please advise.
     
  35. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    Can you share you screen on discord? Please p.m me.
     
  36. trustpivot

    trustpivot

    Joined:
    Sep 29, 2017
    Posts:
    18
    You have a Discord? I would love to join your server!
     
  37. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Hi @Meka_Games - quick question, what's the purpose of the variables that all have a series of numbers? Eg. Can_aim? 1, 2, 3 etc. I mean, why so many different ones? I see this for a few different variables throughout the FSMs.

    Also, why do many wait and delay-type actions? I'm not entirely sure why these are used at all, but they do seem to slow down the responsiveness at times.

    Many thanks for your help.
     
  38. ufosau

    ufosau

    Joined:
    May 18, 2021
    Posts:
    1
    hi i have same problem.
    My weapon gets stuck in a raised up position (eg. sniper rifle) and if I then ADS, it zooms into the raised-up model.
     
  39. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    You'll need to fix this yourself. In the Aim Manager FSM (located on the Weapon Manager game object of the weapon prefab) add a new variable, Can aim? 6 and add it to the list of boolean checks. Then in the Weapon Collider FSM, add a Set FSM Boolean action to both states, one to set it to true, the other to false. I'm other words, when the weapon has collided with a wall, we want to set Can aim? 6 to false, otherwise we set it to true. I hope that helps.
     
  40. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    It's probably tags/layers problem. Please watch the installation video carefully. Make sure you set the layer collision matrix correctly.
     
  41. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    It is logic. They are set from other FSMs. Just like weapon collision.
     
  42. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Ah, so instead of multiple states trying to modify a single variable, which would get messed up pretty quickly, they all modify their "own ones" and you ultimately have a check for all booleans. Makes sense.
    What about the wait stuff? I'm not quite sure why there's a lot of waits for like 0.01, or actions with "delayed" in the name. Thanks for your help.
     
  43. johny256

    johny256

    Joined:
    Mar 3, 2015
    Posts:
    259
    Do you plan to add a main menu system? spawn enemi to world and lot spavning? and inventory system?
     
  44. malditonuke

    malditonuke

    Joined:
    Apr 15, 2017
    Posts:
    18
    Is the multiplayer version server authoritative or client authority?
     
  45. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    @Mekka_Games I'm curious to know which of your FPS templates you prefer for single-player games? BestFPS or your Zombie Shooter template?
     
  46. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    345
    I created BestFPS based on the feedback I received from all of my other assets. I've packed all the desired features into one asset.

    I recommend BestFPS, which is my most detailed, optimized, and powerful asset. It also includes Easy Save support.
     
  47. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Awesome, thanks for the reply. Do you have any further plans to improve it in any way?
     
  48. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    115
    Finally got around to leaving a review. :)
     
    Meka_Games likes this.
  49. FarhezAhmed

    FarhezAhmed

    Joined:
    Dec 15, 2020
    Posts:
    17
    Please make it compatible with emerald ai
     
  50. ItsKuze

    ItsKuze

    Joined:
    Nov 9, 2015
    Posts:
    26
    can anyone help me implelemt car setup for playmaker with this asset? xD