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Discussion in 'Assets and Asset Store' started by Tryz, Feb 21, 2014.
count me in as beta tester for your asset
#1 a) Wondering if there is an easy way to make the character slide while on ice material
b) and get boost while on a speed / boost material
#2 Thanks for the Unet tutorial on youtube, it answered a lot of questions regarding making it multiplayer. Would the spell casting motion pack be compatible with turning it into Mirror / Fishnet multiplayer? (They are based on Unet)
Hello, quick question, hopefully.
I'm using the interaction system to pick up shot arrows. Before I pick up the shot arrow I check to see if I have room in the inventory using a max quantity variable I added and update the UI for my current amount of arrows. Besides the max quantity most of the logic is on the arrow core script. I would like to use a reactor instead but when I use 300, interaction, the script is not called on the reactor.
I wonder if @Tryz is still around?
No posts from @Tryz since May, and hardly any from @TeagansDad either. Hope they're OK, and just busy doing other things. Looks like we're on our own.
I hope Tryz is just busy and not abandoning the assets. They are so much better than the others by leaps and bounds. It would be nice to see the AI solution and climbing be completed but somehow I feel that will not be the case.
Is this the whole thing?? I know Tim and Teagan are not around, I still use Motion Controller mostly for prototyping and letting the kids use . but, I made my fair share of climbing mechanics. Maybe it may be a decent idea to start something up for Motion controller? what do you guys think. we could all share it some where ones we know that own it? not motion controller itself, but just the updated, climbing, that needs to be done? thoughts?
I don't have alot of free time, but we could consider, setting up a GIT or something for custom work, to add to free climb or something.
That's all I've got so far. I needed a solution for tilted ladders, and this provided it. I haven't tried to expand it into a more full featured climbing system, but if the code I posted inspires others to take it further, they're welcome to do so. And remember that Tim posted a free alpha version of his own climbing system before the new job, so there's another source to draw from.
Ya, I have like I said I made my own controller, climbing all together, I suggested this, just to help out those that may still use this controller. My kids use it to play around once in awhile, and I download for a fast prototype other wise, I don't use much myself.
The last email that I received from Tim was in May 2021. I have tried e-mail him a couple of times since then, but haven't had a response. He did answer one question on the ootii.com forum back in November, so he is still around. I'm assuming that he's just extremely busy.
2021 was an extraordinarily difficult year for me. My mother passed away in March due to complications from her Parkinson's, and we had to say goodbye to our 16 year old dog a few weeks later. Then add all of the additional stressors from the COVID situation (including a few months of partial home schooling, which was a nightmare for all of us) on top of that, and I just sort of lost the interest and motivation to do much Unity related work.
I was trying to keep up with bug fixes and enhancements to the ootii suite of assets, but while I have access to the source repository, I can't push out any updates to the Asset Store. I am sure there are ways that I could publish updates and have them applied to users' existing source code, but that all sounds like too much of a headache for me to deal with and support on a regular basis.
I do still try and have a quick look in here once in a while to see if there are any questions that I can answer. Did kind of forget about it as we got into the business of the holiday season though.
Dropping in here and writing a bit is actually sparking a little interest in returning to Unity. I'll have to see if that turns into anything.
Sorry to hear that, its been a rough last 2 years .. We lost our 16 year old dog as well , my aunt/Uncle, in the same month. Lost a few friends as well. Alot more deaths been happening due to non covid, to alot of people in the last 2 years. I hear this alot from friends, they lost alot of people lately...
It adds to the stress of everything else... Losing a pet sucks, ours had a heart attack, and passed... Its like losing a child. ( we lost our 2nd other dog, she was 17 in 2019. as well. So its like never ending. They both where older dogs.
I talk to Tim once, he has been super busy, (Which I can relate to as well..) My kids are using Unity to learn, since they been home for 2 years from lock downs in Michigan. So, I been home schooling so I had to ask Tim a question. He did reply...
By the sounds of it, sounds like MC, will not get updated anymore, but he will still support it when he can. I personally don't use MC anymore myself anyways, kids do, but teaching them to make there own controller. I don't use Unity as much since I retired, I develop mostly in Unreal. Kids will be moving over there soon as well. But MC served a good purpose while I would prototype..
It's a good suite, and you did yeoman's work "helping out" - really being more like a junior-partner. Maybe if Tim is so inclined, you can work out something where the major updates are frozen, but you are empowered to push bug-fixes & share a support email. Unity has loads of team-related resources, and asset-creator groups, I'm sure their Store team can help ease any pain-points.
I don't even have enough space here to get into all the changes & losses that have hit me & mine since Covid, but suffice to say that it's been a whirlwind for us all - a common touchstone on the order of a world-war. I think some delays & burnout are to be expected, and patience - for ourselves and others! - is in order.
You got a "warm fuzzy feeling", and gave us a much-needed check-in. I'd say that already counts
I got one question. When my controller collides with mesh collider, game starts lagging, until player leaves collision. Is it normal behaviour, or there is something bad with my setup or something? Thanks.
Hi @Ether141 ,
That's not normal, but the complexity of your mesh collider can definitely impact performance. I've had people try to use 1M poly meshes for colliders and Unity doesn't handle that well. Same with concave meshes.
If you want to email email@example.com your collider, I can take a look.
Nah, my meshes have way less poly. For example, mesh of small house, has ~1500 poly and when I run into a wall or walk through a door, fps drops and game starts lagging. It even happens on the test scene.
@Tryz great to see you are back
Definitely not normal. Do you mean my unmodified test scene that comes with the asset? It hasn't changed in a long time... so, I don't think it's the asset.
I think there's something off with your collider. If you want to email firstname.lastname@example.org your collider, I can take a look.
I don't think it's the collider's fault, as the same thing happens with literally every model I use.
If you want to email email@example.com your collider, I can take a look.
Instead of us going back and forth here, just send an email with your collider and your Unity Invoice ID. It's just odd you're having problems and other people aren't. The asset has been out of a long time.
I was able to solve my problem. I'm ashamed to admit, but the person dealing with the models imported them into the Unity with a scale over 100. After changing the mesh scale to 1, everything is back to normal. As you can see it is definitely not the fault of asset but the stupidity of my modeler... Maybe someone will make a similar mistake someday and save some time thanks to me. Thank you for your time.
Good to hear you fixed it. As a follow-up note, TPMC can sometimes have issues with very large colliders, high poly colliders, or colliders with bad geometry. This can not just slow the game down, but completely crash it in extreme cases. I've found the Mesh Partitioner (Component>ootii>Mesh Partitioner) to be very useful when dealing with troublesome colliders. It can pre-parse them when starting the game, to prevent delays the first time you run into them, and also identify colliders with unacceptably high parse times, so you can rework them to give better performance. Since I use a lot of mesh colliders, and not all can be simplified convex versions, this tool has saved me more times than I can count.
Hi @Tryz , I have this issue with the ootii. I am unable to get the animations here. I tried looking for them on mixamo.com but can not find the ybot ones, I am stuck here, please help ASAP.
Hi @mohdafzal20299 ,
I just did it and was able to download the Mixamo animations without an issue. I'm guessing you missed step #2 in the documentation where you select the YBot character on Mixamo.com.
Follow the documentation or this setup video and it will work for you too.
Hi,long time no update,is there a update plan for MotionController?
Update & also an AI solution of MC would be great, other AI packages are pretty basic.
No updates I want to talk about yet. The assets have been running for a while and have proven to be pretty solid.
What about AI? Any plan for that.. Also there should be a discord community so that we can share ootii assets integration with other assets & also provide support to each other.
I am working on an AI solutions (think goal-driven behaviors), but I haven't started turning it into an asset yet. It's also super slow going because of work and family life. Unfortunately, I can't commit to anything when I've only got a couple hours a week.
There is a Discord channel, but it's pretty quiet. You can get to it here:
Hi @Tryz, Your last video helped me get the animations but there is one slight issue, I am unable to get projectiles when I am spellcasting. The animation works but there is no vfx or particle system and I am not getting any error as well.
@Tryz it seems the vault is offline
I am using the shooter pack (SHMP_NPC_Controller component) with puppetmaster (OotiiPuppet component). After a collision where the character gets up from prone, it gets stuck in the animator controller's Start state rather than going into BasicWalkRunPivot and then to the Rifle BlendTree. The character then continues to move while stuck in the first frame of the default idle motion of the Start state.
What am I missing? How would I go about debugging this, where to place breakpionts and check variable values?
Fixed it by adding this function to SHMP_NPC_Controller then calling it from the OnRegainBalance event on the character's BehaviourPuppet. Is there a better way to do this?
public void SetToRifleStance()
What AI packages do you want to use?
I switch to node canvas now after watching tim video about it, emerald ai is good for prototyping animals or zombies i removed that from project, there was a package for shooter ai tactical ai that was great for shooting but now that deprecated too
What do you want the AI to do?
you can watch the video of samurai vengence 2, they have basic ai which become difficult with levels.
I'm also currently developing an AI solution that is compatible with Ootii Motion Controller. The system is in pre-alpha phase right now and will be going to alpha testing in a couple months. You can keep up on the latest developments in my discord channel:
or this forum thread:
I wasn't able to see if the AI was changing as the player progressed in that example. It seems like there's new enemies that are tougher and have different attacks than before, but there doesn't seem to be any improvements in tactics.
The states or behaviours for these characters could be [Moving to attack position][Waiting to attack][Attacking][Defending][Taking damage][Dying].
Attack position, moment of attack, type of attack, moment of defending would all be things AI could control and coordinate to its advantage against the player.
There's a "Soldier Chase" scene in the examples package for Node Canvas from the Paradox Notion website. That could be used as a base for a game like SV2.
@TeagansDad Do you happen to have the kubold anim motions and can you share them? Unfortunately the vault is offline for some weeks now.
I've found them on a backup, do you still need them?
Yes please, that would be great!
Are there any videos of climbing, walking on thin ledges, or jumping over obstacles for the Motion Controller asset? There are some screenshots, but I haven't been able to track down any videos of this in action.
This video shows balance-walking on a thin beam, vaulting over an obstacle, and grabbing onto ledges and pulling up.
I'm having a problem in Node Canvas using the SendAttack node from ootii. The first attack plays as it should but after that, the Sequencer node branch gets stuck on the SendAttack node and looks like it is firing once per update. Any ideas on how to fire on bullet every x seconds or how to sustain short bursts of automatic fire?
Edit - Found out how to get it (sort of) working.
And here's the new roadblock...
Merely disabling the automatic fire of the gun core causes Node Canvas to stall at the NavigateTo node.
Switched the scope to enabled, it worked but was auto firing or firing single shots so fast it was indistinguishable from full auto. Switched back to full auto, the NavigateTo node stopped working again.
Manually set the Combatant target, it works again.
Merely enabling and disabling the gun scope causes NavigateTo node to get stuck, until IsAutomatic is set to false. Why are these systems intertwined in such a bizarre manner? Is the custom UI screwing things up?
Looks like a bug in 2020.3.34, update to .37 seems to fix many of the problems. Congrats to Unity for again timing their bugs to the systems I'm working on specifically. Satan would be proud of the sisyphean torment you inflict.
The perfect words for something we've all experienced at one time or another. I feel your pain.
Cheers man! Not really aiming at anyone, it's just an annoying coincidence.
While I'm here, here's another problem that I'm wondering if anyone else has encountered:
Using NavigateTo node in Behaviour Designer with Unity Navmesh, trying to use root motion instead of transform and getting stuck on corners and the edges of ramps.
And just as I'm about to post this after hours of messing with Navmesh variables, I change from WalkRunPivot to WalkRunStrafe and that works now.
Spoke too soon, it's completely random. Play once, it gets stuck the tenth time the navmesh path skirts too close to a sharp corner. Play it the next time, it's the first sharp corner. Then the third, etc. Anyone know of a fix? Anyone know what the heck is happening? Maybe a floating point error? Is there a way to prevent the path from accidentally leading the character off the navmesh when it goes to close to the corner?
Today, the character won't even climb, it auto traverses offmesh links. Nothing has changed, closed the project yesterday it was climbing as expected, opened it today, goofy three meter jumps. Developing in Unity seems to be zero steps forward, two steps back.
Checking and unchecking AutoTraverseOffmeshLinks or AutoRepath causes all offmesh links to fail. Tested in a clean project.
As usual once posted here, the problem directly above disappeared for now, from the clean project, but remains in the actual project I'm working on. Still won't climb though.
I'm not sure if this has anything to do with it, but check out page 18 of the Actor Controller user guide. It covers why players might get stuck on what seem like tiny slopes - especially on the edges of ramps. If for instance your player has a slope limit of 60 degrees, and the ramp is only 10 degrees, he should theoretically be able to climb it - unless the slope detection ray sees the edge of the ramp instead of the ramp itself, and decides it's too steep. In some cases, it's better to have a 90 degree step that AC recognizes as a step, than a 10 degree slope with a tiny 75 degree strip on its edge.
Cheers FB, that does seem to be a problem that occurs occasionally when I run the demo_Live scene for a while and it doesn't get caught on other edges.
I've got another roadblock that maybe someone has encountered before -
Using Behavior Designer I get a character to shoot and kill an enemy using the Send Combat Message node.
Once the enemy is dead the character resumes its demo_Live behaviors. The behavior tree works fine but once it gets to the NavigateTo node the character animates the movement but stays in the same spot, not going anywhere.