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Assets Mech Combat Kit

Discussion in 'Works In Progress' started by Billy4184, Mar 23, 2020.

  1. Billy4184

    Billy4184

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    Hello everyone! I am the creator of the Space Combat Kit, which has been very well received by developers like you over several years of being on the asset store, and helped many people bring their game projects to life.

    I'm preparing to release a new Mech Combat Kit which focuses on bringing a complete system to the Asset Store for creating Mech games, from simple arcade-style to more complex 'simulation' games like MechWarrior.

    The core features of this kit upon release will be:
    • Mech controller with lots of customization options, driven by a smooth Rigidbody-based character controller, with both first and third person perspectives.
    • Camera system that allows you to easily create camera views, and different camera controllers for different mechs.
    • Radar system including target boxes, waypoints and 2D overhead map.
    • Weapons system with projectile and laser beam weapons, with cursor-driven aiming and auto-targeting (e.g. for mobile games).
    • Health/Damage system with individual body parts damage, allowing you to drive effects via events. Also showing individual body parts health of player and target on the HUD.
    • AI Controller with basic patrol and combat behaviors.
    Some specific features that will be included on release:
    • Jetpack capability with limited fuel.
    • Leg damage based on fall height.
    Try the WebGL Demo or download a Windows Build now to see what this kit has to offer!


    Weapons.png

    hiwhfoli.png

    RangedAttack.png

    Jetpack.png
    I am working on adding third person camera collision, correcting some issues with the AI and polishing the demo and code for release, hopefully sometime around next weekend.

    Let me know what you think of the demo, and what features you would like to see in this kit!
     
    Last edited: Mar 29, 2020
    ARLTB, Robocop87, JFI66 and 3 others like this.
  2. tgamorris76

    tgamorris76

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    Apr 24, 2013
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    258
    Looking forward to this asset, tried the demo and to be honest have little to no criticism, its almost on a par with the mechwariior games and thats a real benchmark. Cant wait for a demo with foot IK on a landscape though :) And destructable buildings really would be the icing on the cake
     
    Billy4184 likes this.
  3. Billy4184

    Billy4184

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    Glad to hear it! I'll be adding a proper mechwarrior controller that I've already set up (built using the same components as the arcade one!) back into the demo shortly.

    I definitely hear you about foot IK, and I hope to put it in the release.

    The mech controller is physics-based, so you already get physics forces on collision straight off the bat (you can see if you destroy an enemy and then run into the body). That can be used to drive destruction, but the actual building destruction would probably be best suited to an asset specifically designed for that, as it could be a complex problem to solve in a customisable way. If you have another asset in mind for integration I will be happy to consider it!
     
  4. Warspawn

    Warspawn

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    Apr 12, 2017
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    this looks and plays great! gonna pick this up for sure.
     
    Billy4184 likes this.
  5. Jon_Brant

    Jon_Brant

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    Mar 22, 2018
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    52
    Shut up and take my money
     
    Billy4184 likes this.
  6. lolaswift

    lolaswift

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    Jan 10, 2019
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    What took you so long :)?
    I'm going to buy anything you gonna release.
     
    Billy4184 likes this.
  7. Billy4184

    Billy4184

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    The Mech Combat Kit just got sent off to the store! :) Might be a 2-week wait due to new asset review delays. Keep an eye on this thread as I will be working on adding content to the kit throughout this time.
     
    Robocop87 and lolaswift like this.
  8. indie_dev85

    indie_dev85

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    This Kit is really looking awesome.Do you have a road-map for the features that will be added to this kit?
     
  9. Billy4184

    Billy4184

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    Glad you like what you see! I don't currently have a roadmap, but I am taking a lot of suggestions on the Discord right now as to what people would like to see. Feel free to let me know what you're looking for! Right now I'm focused on polishing the kit, creating good documentation and tutorial videos and making sure people are happy when they buy it with what's already there. Sometime soon I will draw up a clearer plan of where I expect to take the kit from here on.

    I just finished a tutorial video on the camera system (which is shared between the Space Combat Kit and the Mech Combat Kit), let me know what you think!

     
    lolaswift likes this.
  10. samfox

    samfox

    Joined:
    Aug 6, 2012
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    57
    Damn, this package looks nice. I been trying to work on a mech game a few years back, got stuck. might actually pick this up. Are there plans for homing missiles an update?
     
  11. Billy4184

    Billy4184

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    You're going to get tons of value from this! I will absolutely add homing missiles, I already have them in my Space Combat Kit asset and will port them over to this kit as well.
     
    samfox likes this.
  12. samfox

    samfox

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    Cant wait. Also, do you have a link to your Space Combat Kit? I will like to ask you a few questions about it. See if it will work for my current project I am working on. :)
     
  13. Billy4184

    Billy4184

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  14. Billy4184

    Billy4184

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    Hey everyone, I've got great news! The Mech Combat Kit is live on the Asset Store!

    Here is the first of many upcoming tutorial videos for making the most of what the Mech Combat Kit has to offer:

     
    Ale_alejandro and JFI66 like this.
  15. shahroziub

    shahroziub

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    This kit include mobile controls ?
     
  16. Billy4184

    Billy4184

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    Not currently, but it is coming soon! I have already added Auto Aim (which you can see in the demo) to make targeting easier on mobile devices. A mobile demo is on the to-do list :)
     
    shahroziub likes this.
  17. Robocop87

    Robocop87

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  18. Billy4184

    Billy4184

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    Hi, sorry I missed this question! Yes it is compatible, although the functionality you get out of the box is only what you see in the demo.

    I just added the ability to send key character controller values (such as whether it's grounded, the forward movement, turn amount etc) to multiple animators anywhere on your mech. This makes it compatible with Slava's modular approach for creating mechs.
     
  19. Billy4184

    Billy4184

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    New update! It's not available on the store as yet but customers can get in touch with an invoice number to get the update right away.

    Animator Controller Creator
    This is a wizard to automatically create a new animator controller from your provided animations that will give your mech the functionality shown in the demos. There is an option to use a reversed walk animation when walking backward, in case you don't have an animation specifically for that.

    This will create a new animator controller in the Project tab, ready to use!

    upload_2020-5-19_0-5-22.png


    Improved Animations Capability
    The goal of this kit is to get any mech up and running ASAP. The new Rigidbody Character Animations component enables you to:
    • Send key character controller values to multiple Animators on your mech to drive animations.
    • Disable the character controller while animators are in specific animation states (for example to disable forward movement when mech is doing a landing animation).
    upload_2020-5-19_0-9-54.png

    Gimballed Vehicle Controller
    The new Gimballed Vehicle Controller gives you a flexible way to operate any turret-like vehicle. As you can see below, you can set any object to follow the rotation of the turret.

    upload_2020-5-19_0-12-42.png

    Improved Component Setup
    Besides separating key components into their own scripts to make them easier to use, many components will now do a better job of initializing inspector values and searching for key dependencies when they are added.

    For example, the Rigidbody Character Controller component automatically:
    - Adds a rigidbody and sets up its initial values.
    - Adds a capsule collider, adjusts the size according to any meshes on the mech, and positions it correctly with the bottom at (0,0,0).

    Many other components have been optimized as well to make them easier to set up.

    Now that I have separated and improved the components used to build the mech functionality, I will be creating a setup video as well as a wizard to build a ready-to-go mech from a provided model. Stay tuned :)
     

    Attached Files:

  20. Billy4184

    Billy4184

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    New update with improved mech setup workflow.

    Check this out, get any mech up and running fast with this kit!

     
  21. unit_dev123

    unit_dev123

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    wow looks really cool billy!
     
    Billy4184 likes this.
  22. Evil-Otaku

    Evil-Otaku

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    How easy would it be to rig this up for VR? Simple twin stick arcade style at first. But I'd like to eventually build it out into a more hardcore cockpit sim
     
  23. Billy4184

    Billy4184

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    Hi! The radar tracking is optionally world-space or screen space, so since VR requires world space that would be compatible.

    Other than that, as far as I know it's just a question of setting up your camera rig as required for your VR device. There are no VR implementations in the kit at the moment.
     
  24. Aston-Martin

    Aston-Martin

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    Great kit, by any chance can enhance the camera building collision detection?
     
  25. Billy4184

    Billy4184

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    What sort of collision detection are you looking for?
     
  26. Aston-Martin

    Aston-Martin

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    When the back lean against a building, the camera penerates the building... should be easy to solve, as I too damm lazy to get another camera plugin to fix this.
     
  27. Billy4184

    Billy4184

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    Third-person camera collision has already been added, but the demo hasn't been updated yet.
     
  28. Aston-Martin

    Aston-Martin

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    Great! noted.
     
    Last edited: Jun 29, 2020
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