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Motion Controller

Discussion in 'Assets and Asset Store' started by Tryz, Feb 21, 2014.

  1. Tryz

    Tryz

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    You may have updated 2 days ago, but I haven't updated the assets in 3 weeks. ;)

    That post you talked about was January 3rd.

    You should be able to update on top of them. Very rarely do you have to do a full delete. I know some people do, but I don't.
     
    TeagansDad likes this.
  2. magique

    magique

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    Like I said, I wasn't knocking you. I fully expect this sort of thing. The point is that it usually takes a while for a version to settle in and prove that it is stable and doesn't need any emergency fixes. That's why I waited 3 weeks. When things seemed settled then I grabbed them.

    Perfect. I'll do that as soon as they are all available.
     
  3. Tryz

    Tryz

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    All good.

    This thread is marketing as much as support. So, I have to clarify sometimes.
     
    Last edited: Jan 31, 2017
    recon0303 likes this.
  4. Tryz

    Tryz

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    I had some people ask how to setup the Camera Controller with the Motion Controller.

    This video will show you how we can do that in about a minute:
     
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  5. TeagansDad

    TeagansDad

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    Yeah, I've never had to do a full delete with any of your stuff. Probably because you don't generally remove or rename files. ;)
     
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  6. Dwight_Everhart

    Dwight_Everhart

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    @Tryz, I updated everything today, and now all motions stop after I attempt to equip either the bow & arrow or the sword & shield. My character can't move, attack, or do anything else. Only her upper body moves, tracking the camera's pitch. Everything worked fine before the update.

    Is there something I can examine to help you debug this problem? I can share my project with you, if that would be helpful. I'm using UMA. Maybe the problem is related to that.

    I have everything under version control, so I can roll back the updates.
     
  7. goldencruz

    goldencruz

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    before I buy this is there an option to hide the cursor while you move and once the inventory open the cursor turns back on and when you exit the cursor hides again. another is there an option to not using the press mouse to turn rather it just turn with the camera. I want the player to press e to pick items, Is there an option to have a melee stance once the player pull out an weapon or maybe punches
     
  8. Tryz

    Tryz

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    Hey Dwight,

    There was nothing in the update that was that big that would stop all this. Did you accidentally delete the animations that were part of the Archery and Sword & Shield packs?

    Go ahead and send me your whole project and I'll take a look.

    [EDIT]
    As a sanity check, I did the whole update test again. I used an older version of the MC & SSMP, then I updated it through the Asset Store. Everything was fine.

    As I posted recently, I don't delete my existing folders. I just update on top of them.
     
    Last edited: Jan 31, 2017
  9. Tryz

    Tryz

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    Hi @goldencruz ,

    No. That would be something you'd add for your game.

    Yes. On the Input Source component, you can choose from a couple of different options including no mouse press required.

    I don't have any motions that would pick up items and place them in your inventory. This would be a motion you'd create as the MC is built to be expanded on to fit the needs of your game.

    Yes. In fact, there is a property called "Stance" that is set. It's just an integer so, you can make it anything you want, but I use it to determine if you are archery-mode, sword-mode, etc.

    To use my archery-mode or sword-and-shield mode you would need one of my motion packs (sold separately) or create your own motions. People do both.
     
  10. Dwight_Everhart

    Dwight_Everhart

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    All I did was apply the updates to the Motion Controller, Camera Controller, Archery, and Sword & Shield packs. I didn't delete anything. I'll email you a link to my repository. I haven't committed the updates, so you can see the game working before the updated packs are installed.

    Thanks for your help.
     
  11. Tryz

    Tryz

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    I'd like to see the game after you updated it. Can you zip that up too?
     
  12. SecretAnorak

    SecretAnorak

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    Hi there,

    I've come across a problem I hope you guys can help me solve. If I am using the adventure style controller and I scale a 2.5m wall, if I immediately step back, instead of falling to the floor my character gets stuck, floating at the top of the wall like this:



    It doesn't happen in other motion styles so I can only assume it has something to do with the turning motions. Any help with nudging the player to their doom would be greatly appreciated.
     
  13. goldencruz

    goldencruz

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    sounds good I will pick up a copy today
     
    Tryz likes this.
  14. Tryz

    Tryz

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    That's definitely a bug.

    In the ActorController.cs, comment out line 3130 and that will fix it:
    // lPreCollisionMovement = Vector3.zero;

    I'll add that for the next update.
     
    SecretAnorak likes this.
  15. magique

    magique

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    I haven't tried the updates yet so maybe there was a fix for this, but I saw an issue with previous version that was very strange. A few times when I held down the sprint key and started running, the character launched across the terrain at high speed nearly covering the entire thing in about a second. It was very odd. It might have had something to do with hitting a collider right near the start of the run, but I'm not sure. I saw it about 3 times.
     
  16. Tryz

    Tryz

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    I don't think any of the changes I've made would have addressed something like that.

    Is there anything you can tell or show me about the terrain? I haven't seen or heard of this one before. The first step for me is to try to reproduce it.
     
  17. magique

    magique

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    I was using a demo scene from Big Environment Pack 3:

    https://www.assetstore.unity3d.com/en/#!/content/13198

    I dropped my character in the Forest (day) scene and that's where it happened. I didn't try to reproduce it, but it happened a few times just through normal testing. I would run the game and start off running. At some point the character just launch at high speed across the terrain. I want to say it had something to do with colliding with trees or brush, but I don't know for sure.
     
  18. recon0303

    recon0303

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    For those that want MCS, it's free for a short time, I don't use it personal but I know some Motion Controller uses have, so figured to let you know...Hope that was ok Tim.
     
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  19. recon0303

    recon0303

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    Sword, and shield pack.. I notice some times, when the enemy attacks, on either demo, tested only with the demo, the enemy's sword seems to ignore the shield, and hits the character in block mode. He will hit the first time, second one its ignored . Also the hit detection , seems delay sometimes.. This is single player and the demo. Both Demo's..

    If you could make a video showing the REAL demo, so we can compare it , it would be great, when and if you have time.. But it does not look right to me at all , again, sometimes seems fine, so its NOT all the time, about 50/50% of the time it seems to mess up.

    I will admit I have not spent a lot of time with it just yet, and I have NOT debugged it yet, I plan to, I wanted to see if anyone else noticed this or is it just me. Thanks.
     
  20. magique

    magique

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    I have MCS, but the current version was too slow for my purposes. I lost about 8-10 fps compared to a Fuse character. However, I can attest to the fact that it does work out-of-the-box with Motion Controller. And anyone who doesn't have quite a strict fps budget might find them very useful.
     
    Tryz likes this.
  21. Tryz

    Tryz

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    I own that and I'll give it a try. Thanks
     
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  22. magique

    magique

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    Oh, and I don't know if it really matters, but I was testing with the MCS Female Lite character.
     
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  23. Tryz

    Tryz

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    I'll test again.

    Are you sure the enemy is fully in the "block" state? If he's raising his shield to block, that won't count and the attack will do damage.

    It's odd hit detection would be delayed with both demos (since one is using colliders and the other isn't). Can you look if your animations are 30 FPS or 60 FPS?
     
  24. antoripa

    antoripa

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    Hi,
    what's up to everybody ...
    Just to mention that you can get for free MCS Male and MCS Woman full version .
    Those characters work very well with Motion Controller and Mount Points .. it's a killer combination that I've been enjoying for last months ..
     
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  25. recon0303

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    this is when he is attacking me, so I'm in Block mode, he will hit the shield, the first time, I do not move..The second time, it goes right through it.. and the player dies. I used 30 FPS animations I believe from Mixamo.
     
  26. magique

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    I had the same issue. Apparently you need the 60 fps animations. When I updated to that then it worked.
     
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  27. recon0303

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    nice I personally don't use as Blend Shapes can be very limited, and I have my own tool, Blend Shapes are great for facial, but actually character customizing not so much as you have to use there blend shapes for that character.... We made our own tool with deformations, kinda like FALL OUT 4, which we plan to show off hopefully this year once its done... We wont be selling it though.

    Doing what they did is really not that hard, I feel its a cheap way of doing it, if it was FOR YOUR own character and game, that would work great but with others.... not so much, unless YOU are fine with that LOOK... so I feel like it limited with that.. Now if you keep adding and adding Blend shapes sure it can be decent, which I think that is what MCS is doing.

    MCS I think is great for non 3d modelers... So I understand why people would use it and like it. But its free now, so well worth it for those that want to.. .

    Glad it works well with MC for those that want to use it:)My point is making Blend shapes are very easy to do. even for inexperience users..
     
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  28. recon0303

    recon0303

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    Thanks. Had a feeling of that... ugh, I don't use Mixamo, nor like it.. Makes sense since they are delayed...
     
  29. zeb33

    zeb33

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    Magic spells with MC!! What an aewsome combination. Any news on how it's going?
     
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  30. Tryz

    Tryz

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    I know what's happening...

    The shield has a max amount of damage it can absorb before the block is broken. The default is 100 on the Shield Core.

    The sword is set to do a random amount of damage between 50 and 70. So, the second hit causes the shield's block to be broken and the remaining damage is applied to the character.

    If you release the block and then block again, the shield's health is replenished.
     
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  31. Tryz

    Tryz

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    Slow due to other things, but it's moving forward. Look for a video this week. :)
     
    Last edited: Feb 1, 2017
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  32. recon0303

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    The hit detection is perfect now.. Love how well it works, Great work Tim..


    SO it was due to the animation from MIXAMO being 30 FPS ones. Sorry not used to using them..I make my own most of the time.. Just was using to test the asset to get it working, then I change them out to my own later.

    . But yes during Blocking, I block and the enemy hits the shield, but also hits the player, the 2nd hit kills the player.. So is that what your meaning? Looks like he does hit the shield, but I also notice hits the player also.

    I have no plans to use the shield anyways for my current game. I'm using melee weapons.. But I did want to mess around and test for future games. If this is intended let me know. I can always adjust later.
     
  33. Tryz

    Tryz

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    Yay!

    Yeah. Once he breaks through the shield, the remaining damage is applied to the player.

    All those values can change, but I did it so a character couldn't just hold the shield up forever and be immune.
     
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  34. recon0303

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    Cool, just wanted to be sure, this was working as intended. :) Thanks .. Having fun with the demo.. Also the reset only work once...
     
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  35. Tryz

    Tryz

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    I've got some debug showing on the screen and it's healing more than once for me.

    If you do the following, you can see the shield health written to the screen:
    1. Add the GraphicsManager to the Main Camera
    2. Set the Font property to the font in the Framework_v1/Content/Fonts folder
    3. Make sure Draw to Scene is checked
    4. Click the "Show Debug Info" and "For All Motions" options at the bottom of the MC

    It should look like this:


    However, you do have to fully let down the shield. If you do a 'half-drop' and put the shield back up, it won't reset. You have to fully go back to idle (or swing) and then lift the shield again. ;)
     
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  36. recon0303

    recon0303

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    I'm sorry should have said what I meant about reset...I meant the reset of the scene.. It only did once...Sorry about that. You have a reset of the scene, it only works once for me..is that intended?

    I was having fun with the demo and wanted to test with out having to exit play mode all the time, and notice it would only let me reset the scene once every time.
     
  37. SecretAnorak

    SecretAnorak

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    Thanks for that, works a treat.

    Unfortunately, (you're going to hate me) I found another strange behaviour. When near an edge, if I press jump, instead of jumping off the wall in the expected kamikaze fashion the controller fires off the climb down motion. This happens regardless of movement or facing direction:



    PS: this is a simple 2.5m static block on the default layer.
     
  38. Tryz

    Tryz

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    Ahh. Yeah, I did see that.

    I'm just calling Unity's function to reload the scene. So, I'm not sure why it's doing that. I spent a little time trying to figure out why, but ended up moving on.
     
  39. Tryz

    Tryz

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    That one's easy. :)

    Your wall probably is set to the "Default" layer and your Climb Wall motion and Climb 2.5 motion are using that same layer. So, the Wall Climb motion is activating.

    Typically, I use 3 different layer for climbing:
    Climb Onto - For things I just go right up. The Climb 2.5 motion would use this.
    Climb Wall - For walls where I want to do a Spider-Man climb. This is for the Climb Wall motion.
    Climb Ladder - For ladders. This is for the Climb Ladder motion.

    Change your Climb Wall motion to use a different layer and then you can kamikaze off. :)
     
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  40. SecretAnorak

    SecretAnorak

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    Superb,....

    Sorry for the daft questions, I'm just starting to use motion controller in anger.

    Thanks for your help and patience. :confused:
     
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  41. magique

    magique

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    I saw this too. The demo reset button wouldn't reset the scene after the first time.

    [EDIT]
    Nevermind. I see you responded to this already.
     
  42. magique

    magique

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    I upgraded to the new packages and I am getting the following error:
    I just got the issue again, but not quite as bad. I was in a scene I created with Gaia and using a Fuse character. It didn't have anything to do with colliding with trees or anything like that. I was simply running over hills and as the character was going down hill it would hit steep portions causing the fall animation to kick in. At one point when the character was running forward and the fall started, it suddenly just zipped forward really fast and far. Not near as far as in the BEP scene, but still quite crazily. I have my walk speed set to 2 and run set to 8 in my motions. Unfortunately, I kept trying to do it again the same way and it wouldn't reproduce. So, it's not easy to get to happen.

    [EDIT]
    This is with the latest updates.
     
  43. magique

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    I see this same issue with the update. As soon as I try to equip the sword and shield it just stops all motion and movement. The shield is equipped, but the sword never equips and the character is just stuck.
     
  44. Tryz

    Tryz

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    The issue @Dwight_Everhart had was that he used my Humanoid animator controller and made changes to it (with the motion packs).

    So, when he updated, Unity put my Humanoid animator controller back and the motion pack sub-state machines were gone. That's just the way Unity updates work.

    What I mention in the documentation is that you should use a copy of my Humanoid animator so you can make changes to it. Then, when you do updates, Unity won't overwrite your changes.

    Make a copy of the Humanoid animator and set that as the animator controller on your character. Then, go to the MC's Packs view and re-setup the mecanim sub-state machines with the "Create Mecanim" checkbox.
     
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  45. Tryz

    Tryz

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    Ok. I'll try to reproduce it.

    If I can reproduce it, I can fix it.
     
  46. magique

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    Mine must be different then. I never made any changes to anything in this particular project. I'll have to look deeper tonight. Maybe I'll just set the character up from scratch again.
     
  47. Tryz

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    If you were using the Sword & Shield motion pack or Archery motion pack, you had to have changes. That's the only way they would have worked.

    When you followed the setup steps on page 3:


    This added the mecanim sub-state machines to the animator controller your character was using. My guess is you were using the one I included like Dwight was.

    Not a big deal. You just need to check that specific checkbox and press "Setup Pack" again.
     
  48. magique

    magique

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    Oh, I see what you mean. I thought you meant C# code changes. Thanks. I'll do that.
     
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  49. recon0303

    recon0303

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    no worries:)
     
  50. recon0303

    recon0303

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    me either.
     
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