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Inventory Pro - uGUI - Performance - Mobile support & More

Discussion in 'Assets and Asset Store' started by jorisshh, Mar 8, 2015.

?

What should I build next?

  1. New currency system

    14.1%
  2. Improved serialization / saving for web

    10.8%
  3. Better properties for items (percentages, base values, etc)

    27.2%
  4. Controller support

    15.4%
  5. Unity 5.1 networking (multiplayer)

    36.9%
  6. More modular build to simplify extending

    25.1%
  7. UFPS Multiplayer (Asset integration)

    11.5%
  8. Core GameKit (Asset integration)

    4.1%
  9. Dialogue system (Asset integration)

    21.3%
  10. Wordpress integration (Asset integration)

    4.1%
Multiple votes are allowed.
  1. jorisshh

    jorisshh

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    I'd like to add networking, but the big question is, client or server sided. If I do server sided I'm going to have to make some serious changes here and there. Client sided on the other hand, is quite simple to integrate, some of the Inventory Pro users have already accomplished this on their own :)
     
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  2. jorisshh

    jorisshh

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    Inventory Pro 2.5 is currently pending in the store :) - Note that this will not be a free upgrade, although the upgrade price is very fair. Of course V2.4+ will continue to get bug fixing, just no new features.

    It's quite the changelog, so to clarify:
    V2.5 will get these main features:
    • Massive cleanup, the namespace is now Devdog.InventoryPro, no longer Devdog.InventorySystem and Devdog.InventorySystem.Models has been merged with Devdog.InventoryPro.
    • Levels for stats (all in-editor with code support), allowing you to define levels and experience required to achieve those levels. Items can now also reward XP for stats (for example, an apple that adds 10XP to your level, all without code :)). Quest System Pro also supports XP rewards as of the next version.
    • Items can now have random stats (code only at the moment); Items are compared based on ID, stats; This can be expanded in your own code if you'd like.
    • Devdog.General is now the main library used by all Devdog assets; This makes everything play nicely together. All triggers and windows (just to pick a few) are shared, saving resources, but also simplifying the integrations.
    • Updated UI support; All windows can now block UI and player controller input.
    • Player stats and equipment has been cleaned up a LOT making the entire setup re-usable for NPC's / monsters. This allows you to re-use the StatsCollection on your monsters and use those for damage calculations. The new StatsUI can also be re-used, as it uses with a Model > View setup (the view can be set through code).
    • Equipment handlers are added, these allow for a custom integration, making skinned mesh binding a very easy addition in a future release (currently not added).
    • Some events were removed to avoid spagetti code and are replaced by component based callbacks.
    • Update Utility for Devdog.General. This allows for patching issues in the Devdog.Genreal library without submitting new versions through the asset store.

    Inventory Pro 2.5 is NOT fully compatible with the previous version; I've added converters to move things to their new types and keep most of your data, however UIWindow components and UIWindowDraggable component will have to be re-added. As well as stats to items, and stat requirements.


    V2.5
    • Checked all demo scenes (all working now) + added methods to ItemCollectionBase for the new currencyDecorator
    • SettingsDatabase naming fix
    • Setting path failed - fix
    • Updated rewired item trigger input handler, added conditional compilation
    • Cleanup & updated all 3rd party assets that threw warnings
    • Moved equipment calls to character collection instead of events in player; Makes it easier to add equipment for npc's / calls from outside + cleaned up the base class
    • Made inventoryplayer component require Devdog.General.Player
    • Removed unused equipment editor 'stats' in characdter equipment (legacy system removal)
    • Removed unused stat generator types in editor
    • Easy setup editor now also adds the default ui item slot prefab (dynamic path so don't change it... )
    • Easy setup editor for setting up new scenes and generating databases
    • Easy setup wizard update
    • Easy setup manager that can generate the required managers, databases and link UI elements
    • All demo scenes fixed
    • Crafting now ignores CanRemoveCurrency / currency actions when the value is equal to or less than 0f
    • Rewired demo scene + plyGame + updated item pouch generation configuration
    • Updated demo scenes + added playerPrefsCollectionSaverLoaderEditor to delete keys
    • player spawner scene updated, player can now decide what actions to take when it becomes active ( instead of manager )
    • General cleanup for instantiated player
    • PLayer instantiation cleanup
    • Selectable object info
    • InventoryVPFPWeaponHandler is no longer needed, bug fixed in UFPS 1.6
    • Updated serialization to work with EasySave2 again (tested & works)
    • Controller demo scene - mostly working + Selectable Object info is now using the TriggerManager events instead of directly calling it (1 way dependency now)
    • Moved raiseExceptions and default cursor icon to devdog.general.GeneralSettings
    • UFPS demo scene
    • Updated components
    • Enabled all integrations in scripting define symbols
    • Updating to UFPS 1.6.1 and UFPS Multiplayer 0.7 (Beta)
    • GreaterThanOrEqual for stat requirements instead of GreaterThan
    • Made item apple storabel
    • Removed unused variable
    • Removed unused variables -> Fixes console warnings
    • All Devdog.InventorySystem to Devdog.InventoryPro
    • Intergration helper URL's are now affiliate links
    • Removed UFPS and THirdPersonController partial UIWindow classes, windows can block input by default now
    • Moved UIWindowPage to Devdog.General
    • Moved character equipment stuff to seperate folder + moved all stats decorator changes to StatsContainer.SetAll and StatsContainer.Set instead of InventoryItemUtility....
    • Renamed triggerer to trigger in all code
    • Added constants to all AddComponent paths
    • Currency fixes + cleanup
    • Item filter renamed property to stat
    • Removed unneeded using statements
    • Settings editor + updated item database file path
    • SettingsEditor handles scriptable object
    • Updated prefabs
    • Updated scripts to ScriptableObject
    • Updated demo scenes
    • Moved many handlers to scriptable objects to allow replacing them (sort of polymorphic types)
    • Cooldown category override for items
    • Serialization fix
    • OnLevelChanged event for StatsCollection -> UI repaints properly now
    • Fixed repaint for StatsCollectionUI (didn't remove objects properly before) + UPdated StatRowUI , now has the option to show levels instead of max values
    • Rewrote serialization and deserialization (models are done), maybe need to rewrite some other elemnets as well
    • Moved TriggerUI to devdog.general
    • StatExperieceUI showing stats' experience
    • Level up effect
    • Add experience option for StatDecorator
    • Stat formatting updates
    • Updated item stats editor
    • Item stat editor update
    • Experience and levels for stats
    • window updates
    • slot ui fixes
    • Infobox ui hovering fix
    • Infobox fixed ( needs testing for controller / best trigger support )
    • Stat updates
    • Removed UI input limiting from dialogue, this can now be handled per window
    • ItemTrigger removed set currentTrigger state to avoid itnerfering with other triggers (like bank, vendor,e tc)
    • Updatec currency files
    • Scriptable object editor crud now sets scriptable objects to dirty in draw (if changed)
    • Fixed vendor and fixed broken references to currencies
    • fix character equipment
    • Fixed character collection
    • Equipment fixes + item collection base stacking fix
    • Equipment fixes
    • Helper methods on collection and ItemManager for item.Equals collection.FindLike(item), GetCountLike( etc
    • Equippable types to BetterScriptableObject for interface support (euqipment handler)
    • Updating character equipment
    • Character equipment is now dependent on ICharacterCollection, can be re-used for NPC's (equipment binder uses this new interface, so this can also be re-used)
    • Removed item events
    • InventoryItemGeneratorItem.item is now requried
    • Moved everything to new object pickers
    • Fixed stat test edge condition
    • Updated currency methods on item collections and inventory manager
    • Fixes for reverseing last commit
    • Reverse IInventoryItem commit
    • Moved everything to IInventoryItem (untested)
    • ItemCollectionBase now uses interface for items -> Allows swapping / mocking for testing
    • Updated inventory player controller to use the new IPlayerInputCallbacks interface
    • Renamed statDecorators to stats on item
    • Fix corupted demo scene 8.AllDone
    • SlotUI cleanup + Updated InputManager to now have player specific methods to block player input (not doing anything just yet)
    • Renamed Wrapper to Slot
    • Renaming a lot of scripts to *Decorator and removing Inventory* prefix
    • StatLookup renamed to StatDecorator
    • Renamed stats
    • More stat events + Changing character stat level can now affect the current max value
    • UPdated unit test
    • Unit tests for stats
    • Start on stat levels for stats
    • Object picker update
    • Updated editors to handle object pickers
    • Prefab updates
    • typo fix
    • Updated editors
    • Fixed item conversion in item editor
    • InventoryScriptableObjectUtility now handles all scriptable object types in Inventory Pro
    • Updated item editor, it now shows when objects are not configured properly
    • Updated all demo items
    • Main item editor and currency fixes
    • Cleaned up file structure
    • Object pickers fixed, they were abstract + added equipmentType picker
    • Name fix
    • Updated inventory item picker, it now uses the category properties
    • Updated inventory item base editor to reflect name changes
    • Renamed InventoryItemAmountRow editor to ItemAmountRowEditor
    • Object pickers for other inventory pro scriptable objects
    • Improved caching on StatsCollectionUI
    • StatsContainer renamed to StatsCollection
    • Renamed PropertyRequirement to StatRequirement
    • Added UI Prefab to item stat editor + Updated StatscontainerUI, it now uses the item stats' UI prefabs
    • Refactored stats (needs testing)
    • renamed UIShowValueModel to UIShowValue
    • Changed main namespace to Devdog.InventoryPro
    • Crafting categories and blueprints conversion to new scriptable objects + removed override audio files, it's cluttering the blueprints
    • Renamed old models to *Deprecated
    • Custom object pickers for Inventory Pro types -> Rarity, category and property
    • CharacterUI update with statscontainerUI
    • Renamed and moved stats - Now using statsContainerUI and statsContainer; These 2 work independently and can be re-used for monsters, npc, etc + the UI element can be re-used.
    • Crafting blueprint editor naming fix
    • Renamed all scriptable objects +updated editors to rename the scriptable object if the name changes
    • Renamed editors (removed Inventory prefix) + Added delayedTextField to editors, which rename the scriptableObject
    • Rename for ScriptableObjectEditorCrud
    • Using new Devdog.General.SceneUtility
    • Updated objectPickerField draws
    • Currency editor fixed
    • Moved statsContainer to InventoryPlayer
    • Folder creation changed
    • Renamed methods + Deprecated item database now converts all types except crafting
    • Deprecated item database rule can copy values to the new scriptable objects + ScriptalbeobjectEditorcrud sets scriptalbe objects to dirty after creating
    • Renamed + created drawer for Rarity (untested)
    • Updated editors - Now using scriptable objects for the classes + Moved all items
    • Updated audioManager usage
    • Trigger updates, now work as they should + cursor
    • Equpipable inventory item editor > equippable types got out of sync
    • Updated prefabs to use new components
    • ItemTrigger input handler + updated draggablewindowdeprecated, added replaced by attribute
    • Item pickup working again + fixed all demo item prefabs
    • Added item conversion rule + updated prefabs and first demo scene ( 8.alldone )
    • Renamed UIWindow to UIWindowDeprecated and DraggableWindowDeprecated -> Using devdog.general.ui .. now
    • Sweet baby jesus it compiles again....
    • Updated FSM actions, you can now specify the amount of items you'd like to remove. RemoveItemFromCollection no longer removes a specific item, but items of the given ID
    • Almost done refactoring everything to the new devdog.general -> FULLY UNTesTED!
    • Moved files + updated editors
    • Moved everything to new Devdog/InventoryPro folder
    • Updated git ignore
     
    Last edited: Jul 27, 2016
  3. TwoTen

    TwoTen

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    I highly doubt anyone will benefit from a Client only. I think If you add multiplayer functionality you should go all in and add it to Server side. Also, there is no other asset or guide on the internet so I think it can put alot of light on the asset aswell. I will personally buy it once this feature is added / if it gets added. Followed the thread.
     
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  4. siblingrivalry

    siblingrivalry

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    As you have done the rrefactoring and code clean up, i would say its a good time to go in for the authorative server multiplayer support
     
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  5. hopeful

    hopeful

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    I like the approach used by UNET, TNet2, and Bolt where it is set up conceptually so that a single player is running off of a server on their own computer, which controls the client activity by sending events. I think this model makes it easier to expand into authoritative multiplayer.
     
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  6. jorisshh

    jorisshh

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    Very true, but there are some things to consider.

    - Adding server sided multiplayer and making the single player a 1 client / server game adds complexity in debugging, coding and integration with third party assets, for example, chances are you'd want the quests (Quest System Pro) to run on the server as well. Replicating these calls through the network isn't a simple thing to do (at least, not simple to do properly).

    - Network serialization and deserialization adds quite a bit of overhead.

    - It's going to break a lot of projects; Inventory Pro has over 1500 users, breaking all these projects would be pretty bad. Branching into 2 seperate inventory pro versions adds complexity in development as well; Because UNet (and others) require to inherit from some specific base class you'd add a dependency on it immediately, so maintaining 2 different versions while most code relies on a network base class adds LOTS of duplicate code, making management much harder, and bug fixing a huge pain.

    - How much to network? Inventory Pro has become pretty damn big, there collections, these could be hard to network just by themselves, should item movement inside the inventory be networked? Validating user actions on swapping of items or moving them in the inventory would make things feel very slow and breaks UX. Of course we could 'assume' the interaction always succeeds and rollback if the action wasn't permitted; This makes the UI seem fluid, unless the server disagrees for some reason (this would require local and server based validation, most likely, although the code can be shared). Then there's 2 actions that could've been done before the server got to tell the client it wasn't permitted, so these actions should be stacked (command pattern + stack), then there's validation of item sizes (layout sizes), if an item is to large to fit somewhere the server has to validate this, not the client, again this could likely be shared. All of this, for just the item movement in, say, an inventory. This doesn't yet account for item pickup, drop, trading??, vendors, crafting (2 types), banking, triggers, visualization of all these elements, and much more.

    As you can see, things can get complicated rather quickly, and the local games would have to support all of these things, with minimal delay. Not even mentioning the possibility of unit testing :p
     
  7. Sphelps

    Sphelps

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    Don't forget about forge Networking
    Also how much will the upgrade be?
     
  8. jorisshh

    jorisshh

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    --- The upgrade is $25, which I think is quite fair; Also, there's a 40 day grace period, where people who bought it in the past 40 days can upgrade for free :)


    Edit:
    Just discussed this a bit further. The upgrade price will be $15 for the first month and $55 for the full inventory pro price.

    After this period the upgrade price will go back to $25 for the upgrade and $65 for the full license.
     
    Last edited: Jul 27, 2016
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  9. danreid70

    danreid70

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    Regarding networking the inventory... Why not just serialize the local players' inventory, bank, etc to JSON, save that string to server database. Using PHP/MySQL back end...
    Load and de-serialize the JSON strings when logging in, reverse and save at key points ie. whenever something changes (added or removed from inventory, or if that's too much data only save at key points - exiting game, or other strategic triggers.
    As for special stores, load JSON serialized string data from server based on scene name or some other identifier from the server, so the data could be modified by developers on-the-fly on the server end by just modifying the JSON string.

    Syncing of player/NPC game objects positions, rotations, animations, effectors, etc. isn't really a function of the inventory system - that's a whole other very game-specific system entirely. Though the UNet sync'ed objects in the game (i.e. Spawned or scene specific stores and crafting areas) would be able to utilize the inventory pro system locally, the data contained in them would be retrieved from and possibly updated back to a web servers' database.

    It's how I plan to keep player data and their inventories, as well as stores, on a server. I'm using WUData to sync player data on a WordPress site because it's soooooo easy to use and very powerful (Jorissh, yep that was a gratuitous plug for MrDudes WULogin and WUData system - hehe :) ). Due to the very powerful and easy-to-use nature of Inventory Pro and WUData, they work very well together with not much coding complexity at all.
     
  10. jorisshh

    jorisshh

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    Serializing the data to JSON and dumping it in a database isn't really the difficult part, this can already be done. After all, local saving & loading uses a JSON serializer rand then saves it to file, saving to a database wouldn't make much difference here.

    The main problem is the autorative element. The server still has to validate all actions the user takes, which would turn inventory pro in a small MMO project (the only missing thing would be zoning to make the picture complete :p).
     
  11. ldl01031

    ldl01031

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    For 2.5 (I didn't read the entire changes list - looks like you've been busy...) - will there be new videos/documentation? I own 2.4 now but I haven't been able to get out of the gates with it because the docs seem to be outdated in key places. I'll buy the upgrade in a heartbeat if you tell me how to use it :)
     
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  12. jorisshh

    jorisshh

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    I have already started recording new video tutorials ( https://www.youtube.com/playlist?list=PL_HIoK0xBTK4mLxXnkY7I-p9fB0kOlW4i ) 4 down, many more to go :D
     
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  13. wood333

    wood333

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    Is this what I think it is? Would this mean when I drag a coat from inventory onto the corresponding player character ("PC") paper doll slot that the coat will not merely become a child of the PC, but it will animate along with the PC?

    I cast my Super-Delegate vote for this!
     
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  14. jorisshh

    jorisshh

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    Pretty much :) - equipment handlers can now be created to handle any type of item like skinned mesh rendering, cloth physics like capes, and so forth; Note that this gives the option to integrate it, it isn't integrated by default, but if many people would like to see it I'd gladly integrate it :)
     
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  15. jorisshh

    jorisshh

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    Hey all, I'm recording new video tutorials; Are there any specific code tutorials you'd like to see? I've done one on stats, trigger callbacks, custom item types and windows.
     
    Last edited: Jul 29, 2016
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  16. Cartoon-Mania

    Cartoon-Mania

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    I have two questions

    Inventory Pro prepare for a hack?

    and

    It provides the tools to easily input large amounts of data items?
     
  17. jorisshh

    jorisshh

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    Hack? I mean.. it's all client sided data saved as binary... so there really isn't much to hack.

    Sure, you can use the main item editor to create your items (see image below).
     
  18. siblingrivalry

    siblingrivalry

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    oooh getting it to work with UFPS and 3rd person kits like Opsive's one :)
     
  19. magique

    magique

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    I'm looking forward to 2.5 and will definitely upgrade. I'm right about where I need to be to finally get Inventory into my game.
     
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  20. hopeful

    hopeful

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    The upgrade for Inventory Pro is now in the store. Get it while it is only $15! ;)
     
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  21. magique

    magique

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    Thanks. Just got my upgrade.
     
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  22. ldl01031

    ldl01031

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    Same here...
     
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  23. RonnyDance

    RonnyDance

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    I was like "wtf" why is my inventory pro after updating still deprecated.
    Ok, now it makes sense. Gonna upgrade tomorrow. I still did not included iventory pro to my project completely just using the GUI elements because of the dark style. So upgrading should not be any problem at all.

    Really looking forward for upcoming new features specially "MMO" networking with zoning :p

    Cheers
    Ronny
     
    Last edited: Aug 2, 2016
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  24. imgumby

    imgumby

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    OK...so I want to know how making us pay for an upgrade doesn't contradict the language in the Asset Store Providers Agreement ...http://unity3d.com/legal/as_provider
    In particular

    9. Provider's Upgrades of Assets
    9.1
    Provider agrees that Provider will, at no cost to Customers and Unity, supply via the Unity Asset Store any upgrades or otherwise updated versions of all Assets that a Customer has acquired from the Unity Asset Store. For the avoidance of doubt, this does also apply to any Asset that has been distributed for free via the Unity Asset Store
    ????
     
  25. TonyLi

    TonyLi

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    The Asset Store allows major version upgrades. There's a FAQ here. They're essentially treated as separate products, with an upgrade path from one to the other.

    (@jorisshh - The link on devdog.nl still points to the old product.)
     
  26. Arganth

    Arganth

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    just upgraded yeah :D time to watched all the updated vids :D
     
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  27. Pandur1982

    Pandur1982

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    Big THX for that upgrade :D
     
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  28. RonnyDance

    RonnyDance

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    jorishh just could rename the new version to Inventory Pro 3.0 or something that makes a "whole new Version" clearer so you shouldn't be able to complain...
    Take a look to Terraincomposer. It's the same. Terrain Composer 2 cost a small upgrade price if you come from TC1, or it cost full if you are new, while TC1 is deprecated.

    The Asset-Creator can always decide to create a new Version of the current Asset Version and make it a full priced new asset if he think it fits.
     
  29. jorisshh

    jorisshh

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    @TonyLi Ah thanks for the pointer, completely forgot to change the url :)

    @RonnyDance Version 3.0 would've probably sounded a little better, yep;
     
  30. imgumby

    imgumby

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    Sorry...I don't see where this is a major change warranting a new product status.Sure they made lots of fixes and changes but looks more like polishing than rebuilding...o_O

    When Pro Draw Call Optimizer pulled the same thing recently by changing some code and the version number they at least gave a window where current customers could upgrade for free.This will certainly make me think more carefully when considering devdogs products in the future.Unfortunately I own Quest System Pro as well so I guess I can look forward to a future update of that costing me as well...:(
    If and when I do upgrade it'll be begrudgingly..

    imgumby
     
  31. imgumby

    imgumby

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    Guess I'm just spoiled by the other 99% percent of the devs who provide free updates to their ever changing and evolving assets.Really looking forward to the day when this precedence spreads and ALL the asset dev's will charge for changes regardless of size...even when they're bug fixes simply repairing an inherent flaw....REALLY..:rolleyes:
     
  32. ldl01031

    ldl01031

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    Trying to follow Video 1. The _Managers object does not persist for me when saving the scene. I'm using 5.4.0f3. So, when following along - when I copy the canvas from 8alldone and come back - _Managers is gone. I don't get prompted to save before heading to the 8alldone scene either. But it doesn't matter even if I save first, _Managers is gone. I've duplicated this in a brand new project as well.
     
  33. jorisshh

    jorisshh

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    If you have any idea's for video tutorials be sure to let me know :)

    I thought about doing some tutorials on 'how to build ... with Inventory Pro". For example, how to build Minecraft with Inventory Pro (gathering, skillbar, etc), or how to build a survival game with Inventory Pro.
     
  34. jorisshh

    jorisshh

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    I've done free upgrades for about 18 months; After this I decided to do a rewrite of many subsystems, clean them up, and add new features (and make way for future features). Considering the low price of $15 for an upgrade, and the longevity of the previous versions I don't think this is very unfair. Also, there's a 40 day free upgrade period, for those who bought Inventory Pro in the past 40 days.
     
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  35. 99thmonkey

    99thmonkey

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    That would be fun... like the survival one
     
  36. 99thmonkey

    99thmonkey

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    Upgrade purchased. Thanks
     
  37. chiapet1021

    chiapet1021

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    It's tough to find the right balance between what is reasonable for the customer with respect to free updates with an asset purchase and what is reasonable for the developer with respect to sustainable income for an evolving asset. I think the upgrade fee is very justified, in this instance.
     
  38. hopeful

    hopeful

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    I don't have a problem with devs charging periodically for upgrades, especially if the updates are are big, the cost is low, and if it helps keep the dev in business.

    If a good dev wants to charge a nominal $1 annually or $3 biannually for upgrades, I think that's a good policy. I would rather have that become the normal practice than have devs abandoning their products due to lack of income.
     
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  39. imgumby

    imgumby

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    So I bought my copy 60 days ago....I get a A 40 day grace period to pay the reduced upgrade fee....not for a free upgrade..Sweet....:rolleyes:
    I think a review needs to be left on the asset store page(s) warning others that future upgrades of your products may likely have to be paid for.That way they can be forewarned and not surprised as I was when they get asked to pay for something they're used to getting from all the other dev's for no cost..Good thing microsoft doesn't charge for fixes and changes.Hopefully they're not reading this as I don't want to give them any ideas....:eek:
     
  40. imgumby

    imgumby

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    One more thing...I paid $50 for my copy (on sale??) and now have to pay $15 for an upgrade making my total $65...$10 over the current $55 price for version 2.5.In what world does that make sense ?? People who paid full price at $65 are getting even more of a deal...$80 with the generous 40 day upgrade deal.....$90 after that when the upgrade price goes to $25...

    sheesh...:rolleyes:
     
  41. ldl01031

    ldl01031

    Joined:
    May 1, 2014
    Posts:
    35
    After trying several things (reboot, etc.) I got around this by copying the 8alldone canvas to my scene, saving it, then going through the Easy Setup - skipping the 'generate Canvas' step.
     
    jorisshh likes this.
  42. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    851
    I feel the same way as @hopeful that it is better to throw in a few more dollars on a regular bases than see good asset developers deprecate their assets from the store.

    In addition, I feel sympathy for the individual Indie developer on a tight budget. I would be willing to pay additional money to have my desired features added first, added at all, or for special support, and hope that people such as myself could pay more so the individual Indies could get free upgrades. Just throwing out an idea.
     
  43. Sphelps

    Sphelps

    Joined:
    Jun 9, 2013
    Posts:
    243
    How long will it be $15?
     
  44. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    From above

    "The upgrade price will be $15 for the first month and $55 for the full inventory pro price.

    After this period the upgrade price will go back to $25 for the upgrade and $65 for the full license."
     
    jorisshh likes this.
  45. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    So basically my 60 day old purchase has become deprecated and will be useless shortly with no updates unless I pay a ransom to protect my investment...sounds fair to me...:rolleyes:
     
  46. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
    It won't become useless, V2.4.x will obviously continue to get bugfixes and critical patches; It just won't get any new feature updates.
     
  47. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    • User has been warned for inappropriate behavior.
    Well that makes me feel soooo much better...again...I'll make sure to write a review for your asset store pages outlining your update process so others don't get misled into thinking things will go as they do with other developers and their assets...

    edit: LOL...Now I see I can't even review it unless I pay the ransom since it's a "new version" although it keeps it's old reviews and ranking numbers...how can that be when it hasn't existed before today?? I mean it's "New" right.......lol
    there's always the Quest System Page....
     
    Last edited: Aug 3, 2016
  48. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    so my above post was warned against being aggressive ,threatening , trolling or some such falderal.None of which is true ,only voicing my displeasure at having my pocket picked...Apparently if you can't answer the hard questions (like why my $50 purchase is actually going to cost me $65 - $75 now and others possibly $90) just go to a moderator to stifle the discourse...yaaayyy America...land of free speach..lol...
     
  49. Buhlaine

    Buhlaine

    Community Manager

    Joined:
    Feb 5, 2016
    Posts:
    348
    There is nothing wrong with voicing your displeasure, but it is against our forums rules to be aggressive, spam replies or make threats. All of which have been done above. If you still have an issue please move it to a private conversation or email to work it out.
     
    Tinjaw, superwendel, jorisshh and 7 others like this.
  50. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    Fine......since devdog has no support email on his site ,here or on the asset store page I've started a new conversation which he can safely ignore without fear of airing his dirty laundry in public....There are other venues where I can safely voice my opinions and actions to be taken elsewhere w/o bothering you any more.
    Have a great day

    Peace Out