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Forever - Endless Runner Engine

Discussion in 'Assets and Asset Store' started by Dreamteck, Mar 20, 2019.

  1. Proilios

    Proilios

    Joined:
    May 17, 2018
    Posts:
    9
    Hey guys! Could you help me out with a little doubt? I want to try and clamp my player's x offset so that the player doesn't move outside the track. Is there a feature I can use to do that or would I need to write my own logic for it?
     
  2. TwoDividedByThree

    TwoDividedByThree

    Joined:
    Jan 14, 2020
    Posts:
    2
    Hi, been playing around with this but I can't seem to figure out why my level segments are always invisible when I tick bend mesh, if I untick it it works fine and I can't figure it out, any help would be great
     
  3. TwoDividedByThree

    TwoDividedByThree

    Joined:
    Jan 14, 2020
    Posts:
    2
    I figured it out finally, for anyone that's has the same problem I had which I doubt but anyway just in case go inside unity, click on your fbx, in the inspector go to model and tick read/write enabled.

    I feel like a real dumb dumb lol
     
  4. Dreamteck

    Dreamteck

    Joined:
    Feb 12, 2015
    Posts:
    336
    You most likely need to toggle "Read/Write" enabled in the meshes' import settings in Unity.
     
  5. batvink

    batvink

    Joined:
    Sep 26, 2019
    Posts:
    53
    I'm hoping you can tell me I made a simple mistake here.

    I have set up a demo to test the basics, and it almost works just fine.
    1 level created
    1 Segment created
    1 sequence created, with 3 copies of the segment
    Player created
    Random path generator used with pitch +/- 15 degrees and yaw +/- 30 degrees
    Generator max segments 6, with 4 look ahead and 1 active segment

    Demo runs OK, and player follows the bent segments

    Problem 1: The same shaped segment just gets re-used over and over e.g keeps going up and right all of the time.
    Problem 2: The segments go outside of the limits set. e.g the track can actually do a full circle around the Z-axis (track is upside down!)

    Any tips on what I am doing wrong?
     
  6. my_password_is_my_username

    my_password_is_my_username

    Joined:
    Oct 7, 2021
    Posts:
    12
    Hi,

    just been using this for some hours but if your problem still occurs you may try what worked for me so far:
    (1) put several different segments into the section, then go Settings -> Shuffle = Random by Chance, Spawn Count = 0 (0 menas infinite, or any other number if you want the level to end somewhen), then click on the arrow next to Randomizer and select one, usually the default randomizer works. You can enable prevent repating too, that's optional.

    (2) seems you are using a custom segment. In this case you need one version that goes to the left and one that goes to the right and have them picked randomly. Note that random pathing will be overridden when using custom segments so they alwas snap in like track pieces of a toy railroad. You need deformable, non-custom segments to make pathing work.

    It might always happen that you do a full circle, this is not checked by the engine. You could customize the path generator code, play with the min/max of your angle limits (i think yaw is most relevant here) or go down with youe num segments/segments ahead so you don't have so many track pieces in the scene at once.

    (forever 1.10, they change the interface slightly with every release so it might look a bit differently for you)
     
    Last edited: Oct 26, 2021
    batvink likes this.
  7. AlayaElla2

    AlayaElla2

    Joined:
    Sep 27, 2021
    Posts:
    1
    Hi,Did you solve this problem?
     
  8. batvink

    batvink

    Joined:
    Sep 26, 2019
    Posts:
    53
    @Dreamteck can you tell me where I find the test mode option, am I looking in the wrong place?

    To enter test mode, toggle the “Test Mode” checkbox in the Level Generator inspector. This will enable a game object field for adding a new Level Segment.

    This is my Level Generator...

    upload_2021-11-20_6-59-0.png

    The reason I need to test is that I am getting this result...

    upload_2021-11-20_6-59-52.png
     
  9. Dreamteck

    Dreamteck

    Joined:
    Feb 12, 2015
    Posts:
    336
    Hi,

    In the latest version we have moved the Debug mode to our API until we find a better place for it.

    To set debug mode for the level generator, disable Build On Awake from the inspector. Create a new script, and in the Start method add:

    Code (CSharp):
    1. LevelGenerator.instance.SetDebugMode(true, debugSegments);
    2. LevelGenerator.instance.StartGeneration();
    Where "debugSegments" would be a GameObject[] array of all level segments you would like generate.
     
    batvink likes this.
  10. Scalisco

    Scalisco

    Joined:
    Feb 2, 2014
    Posts:
    16
    Hi! I love the level generation parts of Forever! I have some questions:

    1. How can you make a lane runner that has jumping? It seems to me that whatever I do to my y velocity has no effect, probably due to the LaneRunner script.

    2, Is there any way to have segments change probability on conditions? Specifically, I'd like to say Segment 3 can never come after segment 4. Or if the player has some item to allow certain segments to appear.

    Thanks!
     
  11. my_password_is_my_username

    my_password_is_my_username

    Joined:
    Oct 7, 2021
    Posts:
    12
    Hi,

    it's been some time since Ive used forever but since dev hasn't responded yet let me have a few guesses.

    (1) the retro car runner demo has jumping (kind of as you can use the car to get off ramps). So Y is definitely not hardlocked. Possibly the rigidbody has an Y position lock, but since levels can have slopes this is also unlikely. I suggest you check all options for the segments and the other components in the inspector and have a look at the demo. Note that the retro car demo seems to be bugged, I needed a small fix (dont remember what was needed) to make it run, but it was just a few clicks.

    (2) I think in this case you need to subclass the level generator, for example extend the built-in random level generator with some own logic.
     
  12. Rennan_Ribeiro

    Rennan_Ribeiro

    Joined:
    Nov 4, 2021
    Posts:
    3
    Hi, guys.

    We are running into some performance issues in low-end mobile phones. We've desabled all the post-processing and animations to try to find where is the problem and it seems to be something related to the rendering.

    So we would like to find other mobile games that used Forever to compare the performance and graphics to see if we can get any clue.

    Could you point us some?
     
  13. hotpeperoncino

    hotpeperoncino

    Joined:
    Apr 11, 2019
    Posts:
    17
    by Builder class, i added a gameobject to levelsegment by instantiation.
    when levelsegment is destroyed, i want to release the gameobject.
    what is the best practice?
     
    Last edited: Mar 3, 2022
  14. PierPaudric

    PierPaudric

    Joined:
    Mar 8, 2022
    Posts:
    1
    how do you increase your player speed on lane runner ?
     
  15. MX-Pain

    MX-Pain

    Joined:
    Sep 27, 2020
    Posts:
    49
    Hi,
    I recently unpack the asset on a clean new project and is telling me that I have missing reference from LevelSegmentEditor for PrefabStage ?
     
  16. matus99

    matus99

    Joined:
    Jul 19, 2021
    Posts:
    3
    same problem
     
  17. Aleksei-Laser

    Aleksei-Laser

    Joined:
    Apr 4, 2014
    Posts:
    7
    Hello. Did you find an answer?
     
  18. Dreamteck

    Dreamteck

    Joined:
    Feb 12, 2015
    Posts:
    336
    Hi all,

    We have some important announcements regarding Forever. Our studio's time has lately been occupied with game projects and various other endeavors and we've had less and less time to work on our tools. Because of that, updates have become less frequent and our support line has not been responsive enough. We took time to reevaluate our goals as a studio and took the decision to migrate our tools onto a new model. We are migrating Forever onto a free, community-driven model starting June 19th, 2023. What does that mean?
    • It means that the tool will become free to use for everyone on the asset store. The codebase will be uploaded publicly to Git Hub where everyone can contribute to the projects. We as a studio will be committed to review pull requests and merge new features/bug fixes and will also be occasionally contributing to the codebase ourselves as we keep actively using the tools in-house.
    • Our e-mail support will remain indefinitely available to everyone who has purchased a copy of the product throughout the years.
    • Once the tool becomes free, everyone will be able to use it in their projects commercially.
    • One June 19th we will release updates to the plugin containing bug fixes and some improvements.
    In the mean time, we are reducing Forever's price on the Asset Store so if you've recently purchased it you can refund it and get it at a lower price or you can wait until the it become free. We thank you for the love and support throughout the years and hope that this new approach will benefit our entire community and help set things straight!