Search Unity

  1. Unity 2019.2 is now released.
    Dismiss Notice

Unity Creator Kit: RPG

Discussion in 'Community Learning & Teaching' started by katwoolley, Jul 3, 2019.

  1. katwoolley

    katwoolley

    Unity Technologies

    Joined:
    Jan 18, 2018
    Posts:
    14
    illustration marketing1_7-4.png
    Unity's Content Team are excited to announce some brand new projects for your code free, drag and drop delight. Please use this forum thread for the RPG Creator Kit and tell us what you think, we're always looking to improve our content for you.

    Find the tutorial on Unity Learn
    Find it on the Asset Store

    Learn the basics of Unity in under an hour with our Creator Kits - they're like miniature versions of the bigger Game Kits. Aimed at complete beginners, create your own beautiful physics-based puzzle using ramps, dominoes, spoons and switches to guide your super shiny marble through your marvellous machine. Learn about Unity’s physics system in this step by step beginner tutorial.

    Forum post for the Puzzle Creator Kit
    Forum post for the FPS Creator Kit

     
    Last edited: Jul 15, 2019
    Hino_Dev likes this.
  2. Kevman69

    Kevman69

    Joined:
    May 11, 2019
    Posts:
    2
    I downloaded the Kit Right away I'm seeing this error: Assets\Creator Kit - RPG\Scripts\Tiles\Brusthes\Coordinate Brush\Scripts\Editor\CoordinateBrush.cs(9,36): error CS0245: Also, nothing is in the Tile Palette so I can't follow the guide.
     
  3. Kevman69

    Kevman69

    Joined:
    May 11, 2019
    Posts:
    2
  4. zombee81

    zombee81

    Joined:
    May 15, 2013
    Posts:
    10
  5. zombee81

    zombee81

    Joined:
    May 15, 2013
    Posts:
    10
    I think I may have solved it, it says in the scripting API that the GridBrush class requires the "using UnityEditor.Tilemaps;" statement, however, I've found to get the files completely error free, you also need "using UnityEditor.Tilemaps;" too.

    Takes a bit of work but it's better than not working at all.
     
  6. JacekPapaPolski

    JacekPapaPolski

    Unity Technologies

    Joined:
    Jul 5, 2017
    Posts:
    21
    Hey zombee81 and Kevman69,

    Thanks for reporting this and sorry to hear you're having problems using the kit! Are you on Unity version 19.1? We are aware of issues with the beta versions of Unity which have been fixed and will be uploaded upon 19.2's official release.
    Our projects only ever work on the stable Unity versions, as beta/alpha's are less stable and change on a weekly basis causing them to be unsupported for our projects.
     
  7. zyuan

    zyuan

    Joined:
    Mar 3, 2015
    Posts:
    2
    It's working. It's a very good case.But I don't know how the developers deal with occlusion between sprites, I find it has to do with the Y-axis in the pivot of sprites, but I can't find a script to deal with this, or is there any other way to deal with it?
     
  8. zyuan

    zyuan

    Joined:
    Mar 3, 2015
    Posts:
    2
    Ok, I finally found this function, this is really useful for making 2d games!
     
  9. zombee81

    zombee81

    Joined:
    May 15, 2013
    Posts:
    10
    I see thanks for the info, I'm using 2019.2.0a7, is the stable version 2019.1.10f1? Oh! Any chance you could do the 3D version of this Creator Kit: RPG? At some point anyway, I don't want you to think "I want it now", just asking to add it to the Creator Kits that you are going to do. :)
     
    YetAnotherKen likes this.
  10. syrinox

    syrinox

    Joined:
    Jul 23, 2019
    Posts:
    1
    any Ideas how to solve this issue? I'm using unity 2019.1.8f

    Assets\Creator Kit - RPG\Scripts\UI\SpriteUIElement.cs(24,9): error CS0246: The type or namespace name 'PixelPerfectCamera' could not be found (are you missing a using directive or an assembly reference?)

    I'm still learning and I have no Idea how to solve scripting issues yet.
     

    Attached Files:

  11. Jon_Brant

    Jon_Brant

    Joined:
    Mar 22, 2018
    Posts:
    2
    This is awesome, got it working straight away with 2019.1.1f1. I want to use the conversation system in another game, I've extracted what seems to be the relevant files, but I'm having to comment out quest related things. Any advice for extracting this? It's mostly working, but the UI is only half working. I could just code it myself, but I have no idea what to even google for that 2 column list in the inspector

    Edit, nvm, got it working. Had to include quests. So basically you need to include every script related to Conversation, Quest.cs, and SceneContext.cs. You'll need to comment out errors about cutscenes and models, etc. But it seems to work for my needs
     
    Last edited: Jul 23, 2019
  12. FranciscoCarvajal

    FranciscoCarvajal

    Joined:
    Jan 3, 2017
    Posts:
    1
    Upon import, a warning about dependencies pops, if you choose to install this dependencies, at least some of the files on the package won't be written (particularly, the main scene). The resulting sample scene is an empty scene. My workaround was:
    1. From a new project import the package
    2. When the warning about dependencies pops, click on "Skip"
    3. The project will be imported, but you will get two errors complaining about missing dependencies
    4. Import the package again, you will notice none of the files are selected to import and you won't be able to select them. Click import anyway.
    5. When the warning about dependencies pops again, now click on install.
    6. ...
    7. Profit!
     
    Last edited: Jul 24, 2019
    Arcagully likes this.
  13. ksc_3899

    ksc_3899

    Joined:
    Jan 1, 2019
    Posts:
    11
    I was going through the scripts when I found this. Untitled.png

    Why is it not inheriting from Monobehaviour for even such a simple function as OnTriggerEnter2d and OnTriggerExit2D? And do we really need 'using RPGM.Core'?? Is the script just over complicated or is there a valid reason behind, be it in terms of performance efficiency or anything?
     
  14. ksc_3899

    ksc_3899

    Joined:
    Jan 1, 2019
    Posts:
    11
    And also, I'm unable to walk through the border of the house while I'm able to walk through the internal parts though both have been painted using Tilemap Palette. How is that functionality implemented?
     
  15. Kate_Argent

    Kate_Argent

    Joined:
    Aug 11, 2019
    Posts:
    1
    Hello. I am having some issues with the tutorial on this RPG. Once I get to the bit where I am meant to run the game I get a very zoomed in game window and three error messages in the console (picture below). On top of that the walk animation doesn't play plus the character seems to act as if he is on Ice (slips around with momentum).

    I am on Unity 2019.2.0f1 personal. I downloaded the assets, and did have an issue with the "Temp/com.unity.multiplayer-hlapi.Runtime.dll" which required me to re-install that plugin. But I am now at a bit of a loss as what to do now. This is a fresh Unity install with your asset pack downloaded so I don't know what could be conflicting with it.

     
  16. JonTerp

    JonTerp

    Joined:
    Aug 20, 2014
    Posts:
    5
    The movement in this feels less than ideal. I ended up modifying it to be smoother and fixing up the animation script to support full analog movement. It's not "retro" but it feels infinitely better.

    In "InputController.cs" replace "CharacterControl()" with:


    Code (CSharp):
    1. void CharacterControl()
    2.         {
    3.             Vector3 walkDirection = Vector3.zero;
    4.  
    5.             if (Input.GetKey(KeyCode.UpArrow))
    6.                 walkDirection += Vector3.up;
    7.             if (Input.GetKey(KeyCode.DownArrow))
    8.                 walkDirection += Vector3.down;
    9.             if (Input.GetKey(KeyCode.LeftArrow))
    10.                 walkDirection += Vector3.left;
    11.             if (Input.GetKey(KeyCode.RightArrow))
    12.                 walkDirection += Vector3.right;
    13.  
    14.             walkDirection.Normalize();
    15.  
    16.             model.player.nextMoveCommand = walkDirection * stepSize;
    17.         }

    To fix the animator replace "UpdateAnimator" in "CharacterController2D.cs" with:


    Code (CSharp):
    1.         void UpdateAnimator(Vector3 direction)
    2.         {
    3.             if (animator)
    4.             {
    5.                 if (Math.Abs(direction.x) > Math.Abs(direction.y))
    6.                 {
    7.                     animator.SetInteger("WalkY", 0);
    8.                     animator.SetInteger("WalkX", direction.x != 0 ? 1 : 0);
    9.                 }
    10.  
    11.                 else
    12.                 {
    13.                     animator.SetInteger("WalkX", 0);
    14.                     animator.SetInteger("WalkY", direction.y != 0 ? direction.y > 0 ? -1 : 1 : 0);
    15.                 }
    16.              
    17.             }
    18.         }