Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Deprecated Asset

Discussion in 'Assets and Asset Store' started by Deleted User, May 16, 2020.

  1. Deleted User

    Deleted User

    Guest

    Asset has been deprecated
     
    Last edited by a moderator: Feb 23, 2021
    DJ_Design likes this.
  2. wangjiangang

    wangjiangang

    Joined:
    May 5, 2015
    Posts:
    15
  3. MikeUpchat

    MikeUpchat

    Joined:
    Sep 24, 2010
    Posts:
    1,055
    Looks excellent, well done. Are there any docs online to read through? And one question is it easy to control how stiff the ragdoll is so I can easily go from very clumsy to not at all clumsy with my characters, and is that something that could be changed at runtime per character.
    And one observation from the tut video, it would be a nice feature to automatically map the bones based on names at least as a starting point in the binding process.
     
  4. MikeUpchat

    MikeUpchat

    Joined:
    Sep 24, 2010
    Posts:
    1,055
    Are the docs available before purchase so I can take a look through to see what can be done.
     
  5. MikeUpchat

    MikeUpchat

    Joined:
    Sep 24, 2010
    Posts:
    1,055
    So no way to be able to read about it all, check the API info etc before I buy it?
     
  6. boroskoyo

    boroskoyo

    Joined:
    Sep 6, 2018
    Posts:
    3
    Looks really great. Will it work smooth on mobile devices also?
     
  7. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    I would like to see the docs as well, would like to buy the asset but would like to check out the API et.c to see if it will do what I need. Also is there a road map of any planned new features for future updates?
     
    Last edited: Aug 2, 2020
  8. boroskoyo

    boroskoyo

    Joined:
    Sep 6, 2018
    Posts:
    3
    sadly it looks like he has already abandoned the asset :(
     
  9. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Thanks for the reply. Quick question on the animation following is there a value to say how closely the animation tracks the character animation? For example if I already have a scene with an animated characater walking around and being controlled, idle animations etc. if I add your Asset and set i up will that character still walk around but with the nice wobbly ragdoll effect if I bump into things etc.
     
    Last edited: Aug 3, 2020
  10. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Oh ok :) Guess I am not quite understanding how your asset works :) So in the example of the blue box model how is the walking animation of the character done?
     
  11. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    So the walking is an animation on the character?
     
  12. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Ok thanks, not sure that will work in my project then, would like to be able to control the look of the walk.
     
  13. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Open to having my mind changed :) If you did a tutorial video on how the walk simualtion can be altered that would might be useful for others as well.
     
  14. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    I purchased your asset to play with and first question I have is your Templates are quite big, even your Small template is 3m tall compared to the standard Unity Cube. What is the procedure to to get a smaller template, if I just scale it then it moves around too quickly and just doesn't look right, is there a guide for doing this correctly or building a template from scratch.

    If I bind my character model to the scaled template and play the character explodes into a mess, I followed the video twice setting the correct bones but it just goes wrong when play is pressed.

    And lastly how do I get the blue boxes and spheres to go away, I expected them to vanish when I clikced the Bind button but they dont they stay in the scene.
     
    Last edited: Aug 9, 2020
  15. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Any suggestions as to why my character explodes? Is there some other way to get support other than forum posts, had your asset 3 days now and still can't make it work.
     
  16. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    I think the idea that you need to scale the character is not ideal as that means everything else in the world will also need to be scaled up to match, not sure it is wise for an asset to be used that it requires the changing of everything else in the world to suit and then along with that having to alter physics, speeds etc to match the amount the main character has to scale by, surely it makes a lot more sense for the templates to scale to match the character.

    The problem with the binding and exploding is down to the fact that you cant work with prefabs, it generates errors, but this is not mentioned anywhere in the docs and the examples in the docs are using prefabs, which doesn't help. Try it yourself you will see a load of errors generated when you try and bind the template.

    So with the prefabs unpacked you can bind the template and it no longer explodes but because the template had to be scaled to fit the character the movement it way to fast and ugly looking, also the scaling seems to mess up the character mesh in places, for example on my character the feet have gone odd. In the attached image the feet should look like the left but once bound they turn into clown feet.
    Annotation 2020-08-10 180213.png
     
  17. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    3,685
    Any updates on this, been a week and I have not heard anything about how I can get your asset to work?
     
  18. Mastimed

    Mastimed

    Joined:
    Nov 29, 2016
    Posts:
    5
    i want to use it on mobile game and it has a joystick as a controller how can I do that .
     
  19. Mastimed

    Mastimed

    Joined:
    Nov 29, 2016
    Posts:
    5
    first issue : when i start the game i find all the players all fallen on the ground. second issue : when i checked the freeze rotation in the rigidbody the player is standing on his knees instead of his feet
     

    Attached Files:

  20. TayyabIq

    TayyabIq

    Joined:
    Jan 8, 2018
    Posts:
    1
    @Mastimed just read the note at bottom of the screen and run the Settings Injector
     
  21. Galboren10

    Galboren10

    Joined:
    Jun 20, 2018
    Posts:
    1
    Hi there @TheFamousMouse ! Great asset! I have a question regarding the movement and direction rotation:
    Is there a way to easily make the character rotate towards the direction it's moving in? As in, when I press the right arrow/joystick instead of rotating in place/strafing it actually moves and rotates to the desired direction. More like a topdown controller rather than a 3rd person. Is there an easy change I can make to the script to allow that?
     
  22. semyonov1994

    semyonov1994

    Joined:
    Apr 3, 2020
    Posts:
    2
    Hi!! @TheFamousMouse, thanks for this wonderful asset! It works great when I'm using it with Input control. But is it possible to make an AI bots? Maybe somebody know the way how to do this. Thanks!
     
    DJ_Design likes this.
  23. semyonov1994

    semyonov1994

    Joined:
    Apr 3, 2020
    Posts:
    2
    @TheFamousMouse , I've really interested too
     
  24. tikitah

    tikitah

    Joined:
    Aug 1, 2019
    Posts:
    1
    [QUOTE = "boroskoyo, post: 6042410, member: 1990516"] Se ve realmente genial. ¿Funcionará sin problemas también en dispositivos móviles? [/ CITA]
    [QUOTE = "Mastimed, publicación: 6241931, miembro: 1220821"] Quiero usarlo en un juego móvil y tiene un joystick como controlador, ¿cómo puedo hacerlo? [/ QUOTE]
     
  25. xuwuleee

    xuwuleee

    Joined:
    Nov 6, 2020
    Posts:
    1
    Why do my characters always fall down and then they can't stand up and wriggle on the ground all the time
     
    DJ_Design likes this.
  26. DJ_Design

    DJ_Design

    Joined:
    Mar 14, 2013
    Posts:
    122

    I wanted this as well, so I started by the most obvious attempt creating a navmesh agent- only this would not work as the agent would fly out of the bounds of said navmesh agent collider sooner or later, so it would need more thought.

    Then I tried a really janky way of boxing the character in with colliders so he would be forced to stay within the confines of the navmesh agent, but this was not reliable at all as sometimes he would fall out of the bounds or the colliders would affect his movement.

    Finally, I landed on restraining the main spine and head a bit when moving (and unaffected by exterior forces),
    to their starting points, with some room for wobble and what not it's not 1:1 staying in place but if they fall too far from their spines resting point (again, this is only true if unaffected by exterior forces, being hit/falling is still the same)
    they will readjust to A stand upright and B stay within the confines of their controller.

    Here are the results: https://i.imgur.com/VI2Jrs0.mp4

    In addition to movement I successfully implemented AI combat- in my case I'm using Behavior Trees and firing the Punch left/right method as I would any attack, this could be done with pure code but I like the versatile quick-to-go nature of trees.
    This could also extend to anything like reaching, just calling the method as the player would only instead of using inputs you declare a coroutine or whatever to "hold" that command like a reach.

    Sorry for the wall of text, it was fun to make let me know if you guys need any more info on this happy to help if I can, this was a while back just now remembered I had made it haha.
     
    Deleted User likes this.
  27. just_kenned

    just_kenned

    Joined:
    Jan 8, 2019
    Posts:
    1
    [QUOTE = "DJ_Design, postagem: 6595621, membro: 222682"]
    Eu também queria isso, então comecei pela tentativa mais óbvia de criar um agente de navmesh - só que isso não funcionaria, pois o agente iria voar para fora dos limites do referido colisor de agente de navmesh mais cedo ou mais tarde, então precisaria de mais atenção.

    Então eu tentei uma maneira realmente brusca de boxear o personagem com os colliders para que ele fosse forçado a ficar dentro dos limites do agente da navmesh, mas isso não era confiável, pois às vezes ele caía fora dos limites ou os colliders afetavam seu movimento.

    Finalmente, comecei a restringir um pouco a coluna principal e a cabeça ao me mover (e não afetado por forças externas),
    para seus pontos de partida, com algum espaço para oscilação e o que não é 1: 1 permanecendo no lugar, mas se eles caírem muito longe de seus pontos de descanso de espinha (novamente, isso só é verdade se não for afetado por forças externas, ser atingido / cair é ainda o mesmo)
    eles vão se reajustar para A ficar em pé e B permanecer dentro dos limites de seu controlador.

    Aqui estão os resultados: https://i.imgur.com/VI2Jrs0.mp4

    Além do movimento, eu implementei com sucesso o combate de IA - no meu caso estou usando árvores de comportamento e disparando o método Punch esquerda / direita como faria com qualquer ataque, isso poderia ser feito com código puro, mas eu gosto do versátil rápido de usar natureza das árvores.
    Isso também pode se estender a qualquer coisa como alcance, apenas chamando o método como o jogador faria, em vez de usar entradas, você declara uma co-rotina ou qualquer coisa para "segurar" esse comando como um alcance.

    Desculpe pela parede de texto, foi divertido me avisar se vocês precisarem de mais informações sobre isso. Fico feliz em ajudar se eu puder, já faz um tempo que lembrei que fiz isso haha. [/ QUOTE]


    me ajude por favor, estou tentando criar um bot há dias
     
  28. DJ_Design

    DJ_Design

    Joined:
    Mar 14, 2013
    Posts:
    122
    Here is the example for keeping the limbs in position (not falling out of the NavMeshAgent collider range)

    primitive but it works as a base. you can then override this if you want, by taking a "hit" or "fall" event as a bool so they won't stay in place if they need to take a punch or fall over.

    create a few position variables to define the start (anchor point) of the limb.
    since my characters start in an idea position, it works
    Code (CSharp):
    1.     void Awake()
    2.     {
    3.         headStartingPosition = Head.transform.localPosition;
    4.         bodyStartingPosition = Root.transform.localPosition;
    5.         leftLegStartPosition = UpperLeftLeg.transform.localPosition;
    6.         rightLegStartPosition = UpperRightLeg.transform.localPosition;
    7.  
    then I define how much room to give the limbs before they are reset to their resting position
    Code (CSharp):
    1.     void Update()
    2.     {
    3.         if (!isPunching)
    4.         {
    5.             //  head position correction
    6.             if (Head.transform.localPosition.magnitude >= headStartingPosition.magnitude + 0.35)    //  don't let root leave center mass,  but give some room for swings etc
    7.             {
    8.                 Head.transform.localPosition = headStartingPosition;
    9.             }
    10.             //  body position correction
    11.             if (Root.transform.localPosition.magnitude >= Body.transform.localPosition.magnitude + 0.55)    //  don't let root leave center mass,  but give some room for swings etc
    12.             {
    13.                 Root.transform.localPosition = bodyStartingPosition;
    14.             }
    15.         }
    16.         else
    17.         if (isPunching)
    18.         {
    19.             //  feet planting while fighting
    20.             if (UpperLeftLeg.transform.localPosition.magnitude >= leftLegStartPosition.magnitude + 0.1)
    21.             {
    22.                 UpperLeftLeg.transform.localPosition = leftLegStartPosition;
    23.             }
    24.             if (UpperRightLeg.transform.localPosition.magnitude >= rightLegStartPosition.magnitude + 0.1)
    25.             {
    26.                 UpperRightLeg.transform.localPosition = rightLegStartPosition;
    27.             }
    28.         }
    I'll send the movement portion (nav agent velocity instead of player input) in message since it's a fair bit and I don't want to spam / post too much asset-specific code here.
    Anyone else interested just DM :)
     
  29. CHOPJZL

    CHOPJZL

    Joined:
    Dec 5, 2016
    Posts:
    55
    Why is this asset become deprecated? Can we still use the old version in new unity engine?
     
  30. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,357
    I don't know what asset this is, but if you've already purchased it before, you should still be able to download it.
     
  31. EnvisionGames

    EnvisionGames

    Joined:
    Sep 24, 2019
    Posts:
    12
    Did anybody save the APR_Player_Binder Tutorial Video and can share it with me please?
     
  32. faminn43

    faminn43

    Joined:
    Jan 5, 2020
    Posts:
    2
    i wanted to use APR in my game but now its gone why???