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Low Poly Shooter Pack v4.0 - Everything You Need To Get Your Low Poly Shooter Project Started!

Discussion in 'Assets and Asset Store' started by da_st, Feb 3, 2016.

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Version 1.7 will include animated arms, should I keep the current example prefabs or remove them?

Poll closed Nov 19, 2016.
  1. Keep them (in a folder called "old prefabs")

    15 vote(s)
    83.3%
  2. Remove them

    2 vote(s)
    11.1%
  3. Whatever

    1 vote(s)
    5.6%
  1. AaronVictoria

    AaronVictoria

    Joined:
    Aug 21, 2010
    Posts:
    176
    Yea this is a big issue to be honest. I have a friend that was using this around the same time I first started prototyping a project with it. It was always my intention to discard it after reaching a certain point, but that wasn't his plan. He planned to continue using the voxel style indefinitely as it's the style his game is in. Recently he deleted his project copy to do a fresh install and updated the package thinking that the old version was still in it. To his surprise, it was very much gone. I thought maybe he overlooked the directory so I updated the package, installed it, and as he said the entire product that we bought was gone.

    Though I'm sure some people are happy to move to the new look, he was pretty upset about it and even told me he was going to look into getting a refund from Unity because what he paid for is no longer there. I didn't hear anything about it after that, but it is interesting to see it brought up here. I definitely think the developer should add the original to the existing pack as some kind of separated directory, because I can understand my friend's frustration about buying something and seeing it completely change.
     
  2. p_hergott

    p_hergott

    Joined:
    May 7, 2018
    Posts:
    414
    Id agree, big changes are understandable, but thats a entire different style change. Is your friend able to animate at all?
     
  3. AaronVictoria

    AaronVictoria

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    Aug 21, 2010
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    No, he's a coder. He has no art or animation experience at all.
     
  4. p_hergott

    p_hergott

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    May 7, 2018
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    Hmmm, That sucks. Thinking realistically, the dev hasnt posted for 14ish months? So im assuming, the asset is abandoned. With that said, he may awnser to emails still tho, but even if he does there is a chance he no longer has the first version. Being low poly, its pretty easy animations to make. But without being a animator... thats rough. Looking on the store i dont even see much of that style for animations. Geez i should almost make a voxel style animation kit lol. Well, hopefully someone does have a copy of the old version for ya then.
     
  5. starfoxy

    starfoxy

    Joined:
    Apr 24, 2016
    Posts:
    173
    I haven't looked at this asset in quite some time but I always planned to utilize it in a game concept I have. I saw mention that the style has changed. How so? Is it not really low poly anymore?
     
  6. AaronVictoria

    AaronVictoria

    Joined:
    Aug 21, 2010
    Posts:
    176
    Yea he seems to have moved on to his Unreal version. He's changed the style a bit more with that pack too. Hands now have a thumb and 4 fingers, and are modeled much closer to the "POLYGON" faceted style that recent Synty models are known for; the last iteration having polygonal arms and blocky fingers. Seems to be the way he operates though, as he finds another style or improvement he wants to go with and he just moves over to it. Even going as far as moving over to another engine in this lass maneuver haha. Also, yea, I told my friend to email him before going to Unity about it as I figure he may have older .unitypackage files saved somewhere that he may be willing to send.
     
    starfoxy likes this.
  7. Boom_Shaka

    Boom_Shaka

    Joined:
    Aug 31, 2017
    Posts:
    141
    @AaronVictoria @johny256 - if either of you can get the author's permission, pm me and I'll send you a copy of the previous version. The scripts are pretty much worthless but the models and animations still work fine.
     
  8. starfoxy

    starfoxy

    Joined:
    Apr 24, 2016
    Posts:
    173
    Well then. That is really not cool. I bought this package for that specific modelling and animation style as I am sure many others have too. o_O
     
  9. starfoxy

    starfoxy

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    Apr 24, 2016
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    173
    Anyone have a date when the asset changed over to the new style?

    I think the new style looks good in it's own right but I would like the option to use either style going forward.
     
    Last edited: Jan 17, 2021
  10. WildcardMoo

    WildcardMoo

    Joined:
    Aug 28, 2020
    Posts:
    18
    Hi,

    Is there any ETA on the next update, or a list of what's coming? I'm in the process of deciding on which assets to use for my game and I really like this pack, but I need a bit more than what's currently in it (e.g. more different weapons/items and some generic animations for using abilities).

    Thanks!
     
  11. da_st

    da_st

    Joined:
    Nov 21, 2014
    Posts:
    259
    Hey guys,

    Long overdue status update but here we go, as many of you probably know I have been working on a version of the asset for the Unreal Engine in the past few months, initially I thought this would be a rather quick project and that I could then move on to updating the Unity version too.

    The Unreal asset proved to be much more complex than I imagined, and is still being developed, the main reason for the delays is because I noticed that the rig/skeleton setup in the asset was not ideal, there are definitely better ways to do it and make it more user friendly as well, which is mainly what I am working on right now. The reason this takes so long is because I ended up having to re-create all of the first person animations for the new rig, basically trying to match the old content.
    I have also started working together with a programmer, and we are making way more progress together than I ever could do on my own, which is great.

    With that being said, our current plan is to finish the updates for the Unreal version of the asset as soon as possible, and then move on to updating the Unity version with the same content and improved set-up, unfortunately I can't set a release date since I don't want to give false expectations, but do know that we are working very hard on this.

    Thanks for your patience!
     
    WildcardMoo, Boom_Shaka and p_hergott like this.
  12. da_st

    da_st

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    Nov 21, 2014
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    259
    If you email me your invoice number I can provide you with older versions of the asset ;)
     
  13. Boom_Shaka

    Boom_Shaka

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    Aug 31, 2017
    Posts:
    141
    Thanks for the update - we're all indies here, so we understand limited resources.

    Look forward to seeing the next release!
     
    da_st likes this.
  14. starfoxy

    starfoxy

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    Apr 24, 2016
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    173
    Groovy. Thank you David. Fantastic asset at any version!
     
    da_st likes this.
  15. dvnexus

    dvnexus

    Joined:
    Jan 18, 2021
    Posts:
    31
    Hi just want to inquire if all of the available animations -- first and third person -- are compatible to the "humanoid rig"
     
  16. da_st

    da_st

    Joined:
    Nov 21, 2014
    Posts:
    259
    Hello, in the current version only the third person animations are compatible with a humanoid type rig (the first person animations are using a "generic" type rig), we are working on making them both "humanoid" compatible for the next update.
     
    TokyoWarfareProject likes this.
  17. dvnexus

    dvnexus

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    Jan 18, 2021
    Posts:
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    Ok good. I'm only after the third person animations actually. Thanks! :)
     
    da_st likes this.
  18. drbatuira

    drbatuira

    Joined:
    May 4, 2020
    Posts:
    23
    Hello, i can run in URP?
     
  19. graskovi

    graskovi

    Joined:
    May 28, 2016
    Posts:
    14
    If you run the URP material upgrader that'll upgrade most of the materials, the remaining pink materials are vertex shaders that you'll need to manually convert to URP simple lit/unlit shaders (change shader then re-apply corresponding texture, use alpha clipping to ensure only the decals and particles are visible). Then, on the arms rig change the gun camera to overlay and add it to the stack of the main camera, and from there everything should work. You can try it out in the free version of the asset.
     
    Last edited: Apr 27, 2021
    da_st likes this.
  20. dvnexus

    dvnexus

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    Jan 18, 2021
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    Hi, just wondering if I can change the colors of the weapons by any chance?

    Say, I want to change the color of the SCAR into Coyote Brown, will I be able to do it?
     
  21. IndieScapeGames

    IndieScapeGames

    Joined:
    Jul 3, 2012
    Posts:
    80
    Does this have Third Person Shooting capabilities? Think Grand Theft Auto; I can't see any videos with the player in 3rd person
     
  22. da_st

    da_st

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    Nov 21, 2014
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    259
    Hello, you can change the color of the weapons by either modifying the texture files directly (for example change the colors in photoshop), or by modifying the "color tint" of the weapon material :)
     
  23. da_st

    da_st

    Joined:
    Nov 21, 2014
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    The current version does not have a third person controller included unfortunately, only the animations for now. Creating something similar to Grand Theft Auto would require additional work on top of what is included in the pack.
     
    IndieScapeGames likes this.
  24. IndieScapeGames

    IndieScapeGames

    Joined:
    Jul 3, 2012
    Posts:
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    Understood, thank you @da_st
     
  25. graskovi

    graskovi

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    May 28, 2016
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    @da_st Will upcoming versions have separate triggers from the rest of the mesh? The iron sights and magazine in the free sample are detached but the trigger is not, and having the trigger be separate seems like a relatively simple change that would make it much easier to add more realism to the animations and make the weapons very useful in VR projects.
     
    da_st likes this.
  26. Cani23

    Cani23

    Joined:
    Jun 18, 2016
    Posts:
    12
    Hi, firstly this asset very good. Congrulations.
    I paid $ 150 5 days ago, now it's on sale at $ 45, which made me a little sad.

    I will have a request for this package. Can granade and knife animations be added right-handed just like in CS ? In other words, it is an animation holding only a knife or a granade in its right hand, just like a gun.
     
    da_st likes this.
  27. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    588
    is that cutscene in the new trailer included ?
     
  28. dvnexus

    dvnexus

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    Jan 18, 2021
    Posts:
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    Okay, cool. Good to know. :)

    Just one other thing... by any chance anything in this pack will not conflict with Invector Shooter Template?
     
  29. da_st

    da_st

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    Nov 21, 2014
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    That would indeed be a pretty simple feature to add, we could look into it for the next update.
     
  30. da_st

    da_st

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    Nov 21, 2014
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    Hello, sorry to hear that you missed the sale by a few days, that is unfortunately beyond my control.
    Thanks for the ideas, we could add this feature to the "to do list" :)
     
  31. da_st

    da_st

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    Nov 21, 2014
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    If you are referring to the "plane jumping" cutscene then yes, it is included with the pack :)
     
    blackbird likes this.
  32. da_st

    da_st

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    Nov 21, 2014
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    Unfortunately I can't answer this question since I have not tested the compatibility with the asset you mentioned, sorry!
     
  33. Cani23

    Cani23

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    Jun 18, 2016
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    I am very glad that you add this feature to the list. I will wait for it excitedly.
     
    da_st likes this.
  34. alexispolak

    alexispolak

    Joined:
    Mar 3, 2013
    Posts:
    39
    Hi ! I'm having problems importing mixamo animations for the 3rd person model, the asset doesn't have crouching nor prone animations and that would be cool to have. I've tried Fbx for Unity and Fbx7.4, with and without skins and with and without frame reduction. Any recomendation ?
     
    Last edited: May 2, 2021
  35. da_st

    da_st

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    Nov 21, 2014
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    Hello, could you send me an email and explain the issue a bit more in detail? :)
     
  36. alexispolak

    alexispolak

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    Mar 3, 2013
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    Done. Thank you !
     
    da_st likes this.
  37. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    114
    Hi, when should we expect the update? It's been quite a while.
     
  38. FarmerBilly

    FarmerBilly

    Joined:
    Jun 23, 2013
    Posts:
    4
    The thing stopping me from buying this asset right now is that there are missing animations for the third person character, in particular the crouch animations, melee animations and shotgun animations. If this could be fixed, or if there is some way I can add these, I'd be very happy and would buy it right away.
     
  39. commonblob

    commonblob

    Joined:
    Apr 24, 2015
    Posts:
    20
    Love this asset. Would love some melee arms though rather than making them myself :)
     
    da_st likes this.
  40. BioBurden

    BioBurden

    Joined:
    May 28, 2018
    Posts:
    114
    Hi, I'm currently using the models to create a FPS and I notice that the sniper rifles are setup differently compared to the other weapons (looking at the example prefabs). What's the best way to set these up so that the scope can be detached?

    Thanks in advance.
     
  41. da_st

    da_st

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    Nov 21, 2014
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    Hey, we are currently working on finishing up the Unreal Engine version of this asset, after that we will move on to update the Unity version as well, I will make sure to announce the progress as soon as we get to that :)
     
  42. da_st

    da_st

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    Nov 21, 2014
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    Hello, I understand your concern regarding the third person animations, we are planning on fixing this for the next update.
     
  43. da_st

    da_st

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    Nov 21, 2014
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    Hey, the current version unfortunately doesn't allow for detaching the sniper scopes (we do plan on fixing this), a workaround is that you could import the gun model into a 3D software such as Blender and manually detach the scope model, and then exporting it as a separate model (keep in mind that this might break some of the animations for the snipers since they were created with attached scopes in mind). :)
     
  44. BioBurden

    BioBurden

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    May 28, 2018
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    Hi David, funnily enough - that's exactly what I ended up doing in the end. I'll likely do the same for the bipod, so it can be an optional attachment too.

     
    da_st likes this.
  45. BioBurden

    BioBurden

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    May 28, 2018
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    Hi, is there any way I can get a skinned mesh of just the arms? I honestly assumed these would be included with the pack, but unfortunately, this doesn't seem to be the case.
     
  46. da_st

    da_st

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    Nov 21, 2014
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    Hey, as you mentioned the current version of the asset does not have a separate arm mesh included, this will be added in the coming updates (among other fixes), I will update this thread when we start working on the update for the Unity version. :)
     
    BioBurden likes this.
  47. mmercuri

    mmercuri

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    May 28, 2017
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    Anyone get this working with the Opsive or Invector character controllers? Any pointers?
     
  48. BioBurden

    BioBurden

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    I haven't used it with those, but have used it with NeoFPS. So just look up the docs on how to switch the arms and weapons out.
     
  49. johny256

    johny256

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    Mar 3, 2015
    Posts:
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    HI! Add Mele arms weapon? axe, pickaxe Hamer and etc?
    And Add Clasic skin arms or survive?
     
  50. da_st

    da_st

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    Nov 21, 2014
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    Hello, it probably won't happen for the next update, however we do want to add back the melee weapons/arms at some point :)
     
    johny256 likes this.