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Realistic FPS Prefab [RELEASED]

Discussion in 'Assets and Asset Store' started by Deleted User, Apr 5, 2013.

  1. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hi closetgeekshow,

    You Do? Thanks

    :)

    I am Now on Major Update 5 of game levels and am Publishing and testing as I go. I will have some news soon regarding a game release of some kind, though I have not yet decided what to do with it. I may release it as early access on Steam or elsewhere or not :)

    I will post a more comprehensive Update overview as soon as I am able.

    Grab 20220927170052 w1360h768 x1917y-211z1507r227.jpg

    Grab 20220927171554 w1360h768 x1920y-211z1472r245.jpg

    Kindest regards

    Peter
     
  2. Franciscotx56

    Franciscotx56

    Joined:
    Feb 8, 2019
    Posts:
    24
    Hi, I'm adding Hit Animations when NPCs take damage and I'm almost done but the only problem is that I can't stop the NPC.
    this part of the code I'm using is supposed to stop the NPC but it's not working

    Code (CSharp):
    1.   speedAmt = 0.0f;
    2.   SetSpeed(speedAmt);
    3.   agent.isStopped = true;

    does anyone have any idea what is wrong?

    my two functions are:


    Code (CSharp):
    1.     public void HitReaction()
    2.     {
    3.         if (CharacterDamageComponent.hitPoints > 0.0f)
    4.         {
    5.             AnimatorComponent.SetBool("Hit", true);
    6.             AnimatorComponent.SetBool("Idle", false);
    7.             speedAmt = 0.0f;
    8.             SetSpeed(speedAmt);
    9.             agent.isStopped = true;
    10.             StartCoroutine(HitNo(waitTime));
    11.             vocalFx.Stop();
    12.             vocalFx.volume = 1.0f;
    13.             vocalFx.pitch = Random.Range(0.94f, 1f);
    14.             vocalFx.spatialBlend = 1.0f;
    15.             vocalFx.PlayOneShot(HitSound);
    16.         }
    17.  
    18.  
    19.     }
    20.     IEnumerator HitNo(float waitTime)
    21.     {
    22.         yield return new WaitForSeconds(waitTime);
    23.         agent.isStopped = false;
    24.         AnimatorComponent.SetBool("Hit", false);
    25.         AnimatorComponent.SetBool("Idle", true);
    26.     }
     
    Last edited: Oct 26, 2022
  3. Franciscotx56

    Franciscotx56

    Joined:
    Feb 8, 2019
    Posts:
    24
    I managed to solve it by stopping the NPC:

    Code (CSharp):
    1.  runSpeed = 0.0f;
    2.  walkSpeed = 0.0f;
    then I created two variables with the same original running and walking speed and made the NPC run or walk again after the Hit Animation

    Code (CSharp):
    1. runSpeed = newRun;
    2. walkSpeed = newWalk;
    here the final code:

    Code (CSharp):
    1.     public void HitReaction()
    2.     {
    3.         if (CharacterDamageComponent.hitPoints > 0.0f)
    4.         {
    5.             AnimatorComponent.SetBool("Hit", true);
    6.             AnimatorComponent.SetBool("Idle", false);
    7.             runSpeed = 0.0f;
    8.             walkSpeed = 0.0f;
    9.             agent.isStopped = true;
    10.             StartCoroutine(HitNo(waitTime));
    11.             vocalFx.Stop();
    12.             vocalFx.volume = 1.0f;
    13.             vocalFx.pitch = Random.Range(0.94f, 1f);
    14.             vocalFx.spatialBlend = 1.0f;
    15.             vocalFx.PlayOneShot(HitSound);
    16.         }
    17.  
    18.     }
    19.     IEnumerator HitNo(float waitTime)
    20.     {
    21.         yield return new WaitForSeconds(waitTime);
    22.         runSpeed = newRun;
    23.         walkSpeed = newWalk;
    24.         agent.isStopped = false;
    25.         AnimatorComponent.SetBool("Hit", false);
    26.         AnimatorComponent.SetBool("Idle", true);
    27.     }
    so I managed to put Hit Animations and the enemies were much better!
     
    Last edited: Oct 26, 2022
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  4. poison77

    poison77

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    Dec 24, 2013
    Posts:
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    Awesome Franciscotx56 :) did you add that code in AI.cs or CharacterDamage ? Or its a new script?
     
  5. Franciscotx56

    Franciscotx56

    Joined:
    Feb 8, 2019
    Posts:
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    Hello Poison Games, I'm your fan ;))
    in AI.cs but I also added another code in CharacterDamage.cs to call this Void and other logic.
    I will send you an email with more details.
     
  6. ProBrStalker

    ProBrStalker

    Joined:
    Aug 20, 2017
    Posts:
    65
    Good evening guys, I'm on a very important project that I intend to release on this forum as soon as I've finished most of it, and I'd like to know which line of code, states and entries are responsible for all third-person animations and body movements? I looked at the code, but I didn't understand it very well, maybe because it uses a lot of references... I honestly don't know, can someone tell me or extract the part of this code?
     
  7. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    293
    Hello, assuming you have version 1.44 to 1.45 (as last time updated), you can - perhaps: start by clicking on "VisibleBody" player sub-object (child object), than - expand in the inspector "PlayerCharacter" script, that manages it. You should see in the script: "FpBodyController' line, at the top of script normally. So double click on that controller, and it will open animation controller window for you, where all animations and states are listed there. From there, in that animation graph window, as you see - you should have the good idea to explore how everything is arranged inside, including how animations for those states are exactly arranged and managed. RFPS-PlayerVisibleBodyAnimFSM's.jpg
     
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  8. yuvsv47

    yuvsv47

    Joined:
    Nov 2, 2022
    Posts:
    16
    Hello friends!
    Can you please tell me how to make the capture of weapons and ammunition automatic?
    That is, using collision, not control buttons.
     
  9. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    293

    Hello, you can rather use the distance based method. While collisions / triggers method for triggering pickups is not the best and should be avoided, performance-wise. Here, we have attached a .zip, for a community share, of our own made pickup script for health, based on which learning you can duplicate the method for your all other auto-pickup option scripts, for other pickup types. It's with the auto-pickup option as a tickable bool, for yes or no, and it also has coded-in the gamepad vibration functionality as well, for those who have the needed DLL's in your Plugins folder, which method is also explained in the (top of the script section) comments. This is not Azuline Studios script, but it's better-than, for this purpose, that we have made under the same name, and that we use in our projects. You can rename it to any script name you want as well. Credits: OZAV Intnl, for the places where you want to do that ingame, is all you need to do in return, while we hope it helps in this case, or any other similar cases, where better-than Azuline pickup funtionality and options are needed. It's for the health pickup, but once learned from the script - the method can be eaisly duplicated for other pickup-type scripts, such as weapon pickups and similar :).
     

    Attached Files:

    Last edited: Nov 2, 2022
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  10. yuvsv47

    yuvsv47

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    Thank you so much! I'll have to try this, and then if anything is not clear, I'll ask for help! Thank you! :)
     
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  11. yuvsv47

    yuvsv47

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    Nov 2, 2022
    Posts:
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    What is the latest version of Unity with which RFPSP works?
    And what version of Unity is recommended?
     
  12. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
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    Hello, the best recommended with the asset, as we have experienced with the asset - is 2017.4 (LTS). And the asset works on the many of the newer versions as well, while we don't recommend 2018 versions due to different (broken-structure) prefabs system and a lot of instability and bug behaviour related to 2018 versions. It's also a matter of your experimenting in the many past-2018 versions as well, to find what works the for you and your pipeline you want to setup, if you don't want to stay at the best proven version with the asset, which is 2017.4+ LTS versions:).
     
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  13. yuvsv47

    yuvsv47

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    Nov 2, 2022
    Posts:
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    OZAV , thank you for your reply! In that case, I'll install the 2017 version as well.
    Although the 2018 version I have installed now works great with this great package. Of the problems I saw only one: - the robot cannot make a jump following the NavMesh-Link. I may be doing it incorrectly, though.
    RFPSP is a unique set. There is so much work done in it that its individual parts could be sold independently of each other! :)
     
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  14. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    I am using Unity 2021.3.4f1 LTS with RFPS for my game. I will update the version again always looking for a better one (some hope).

    Earlier Versions than I use are probably less complex and thus potentially pose less issues....Less to go wrong....simple is good in some ways :)

    If you are happy with a Version and it works for you best stick with it perhaps.

    Despite Unity versions always having seemingly endless known issues and problems for us devs to contend with it works for me in the final outcome.

    I am publishing my game with it too and can successfully build my game of currently 20 fully working levels which seem to be fine as far as my particular version is concerned.

    Kind regards all

    Peter
     
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  15. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
    293
    Unity 2017 4.4+ (LTS editions) is stil lthe best and quickest to work with, and it has 3 to 5 times faster production time over the new versions, so you will loose a less of your vision and lifetime than using the later versions. It also has not any of the 'locked prefabs' administration nag features that will additionally cost you hundreds of hours of your vision, sleep and lifetime on top of that. We highly recommend 2017 4+ LTS editions from that reason, and perhaps when you are up to very publishing point - than upgrade to, 2020'es and newer and do just the publishing from there, since new versions are just not a healthy versions as it used to be, from the times when they still cared for the community and: productivity. While 2017's LTS'es still do the same as 'new' verisons do, so it goes up, for our vote on the subject, and always remember: not everything 'new' is always good for you - the developer. Same as that 2017 4+ (LTS) verisons should be kept forever, in our best advice to Unity, in paralel, and protected, alongside with 'new' editions, because it makes sense and is healthy for you if you are looking to loose almost no any extra time and vision and be very productive, which should be the main idea, over all the other interests. Experienced developers know exactly what we are talking about here. We have said this 100 times already, and will keep saying it, while the 'new' vesions are still getting only more time consuming, more difficult to work with and more complicated, and while the such no-control aspect currently turns away so many from Unity in the all other engines directions, and we all know it :). RDA-BlackSunBase2Map_10.jpg
     
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  16. yuvsv47

    yuvsv47

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    OZAV, good afternoon!
    Which one? - 2017 4.4 or the latest 2017 4.40 version?
     
  17. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hi Ozav,

    I would agree with you 100% regarding the latest versions that I am currently using in that they have a lot of issues particularly relating to those details you have outlined correctly. Indeed they have and constantly hinder my progress with those issues you mentioned and some of them are quite a serious hindrance to us indies who have little time to waste. The version I am using has prevented my from getting on finalising my publishing of a full 26 level version of my game for release. I got stuck on Updating just one level 20 for I dont know maybe 5 weeks lost to issues with Unity.

    And these issues it has keeps throwing up more problems every day I have to fix. Today it was some Doors dont function at all any longer so one gets stuck in the game. Next it was a serous one. Unity is now preventing me saving changes or additons to my "Global" "Player Characters" Prefabs so I will have to edit all such occurances manually throughout the whole game. Its worse as my Players Trigger many "Triggers" throughout the game and that means thousands - Triggered by use of "Trigger by Tag" which means I may have to find and manually adjust all those too. I have had issues in the last few days too with Cursors, Pointer, Pause Functions, Menus and more, and more issues yet to find I am sure to come at a time when I was almost looking to complete the First Episode of my game :)

    Still I have now I think found fixes and ways to Update that get around these issues but it has cost me a lot of time and money "Yes" and as you point out lack of sleep and life on the edge of insanity ;-) Its no joke and not funny....

    Having said that though Unity complains all of the time at what I am doing It all still works apparently! It tells me that the Player all of a sudden has things like scripts and other additions I have recently made that are not "Legal" as it were - well bugger you I am getting on and the game works and plays better than it did previously :)

    That is perhaps Until I publish again and nothing works :)

    2.40am now and have been at it since 7.00am yesterday so just few hours sleep (4maybe ) shortly and I will be back at it again at 7.00am for a full day of pain and agony again.....

    If it was anyone but myself I would say listen to OZAV he has good advice.

    Ah! almost time I updated Unity Again Oh and UMA and what joys all that may bring Eh!

    Good Night and happy Game Making.

    Regards

    Peter
     
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  18. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
    293
    Hello, if staying in the any range you mentioned, but with 2017.4 's in general - it does not matter that much - you will be just fine. We prefer to stick with the 2017 4.4 onward LTS (from long term support 2017) versions, but it's just our preference. So it's a good practice to hang for downloads at - Unity download archive page, and pick the 2017's (or even better 2017 's LTS from there), and you can also download any current versions while right there, whatever suits, on the day. Just follow / save the link, everyone, for all who need it :). https://unity3d.com/get-unity/download/archive

    RDA-Nieuport28-ParkingBrakeSet04.jpg
     
    Last edited: Nov 15, 2022
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  19. yuvsv47

    yuvsv47

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    Nov 2, 2022
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    Thank you, OZAV.
    I, by the way, thought the range from version 5 to 2018 was optimal. :)
    Now I downloaded 17.4.4 for my collection to see.

    Peter, I honestly don't see the incentive to spend time on the latest versions of Unity just because of the new packages.
    A good editor turns into a pile of settings for endless learning of the editor itself, rather than for efficient use of it.
    Yeah, I can't afford Unreal, because of weak hardware. But I can see that the features of the Unreal system that Unity is trying to keep up with end up steadily leading Unity to more failures. The number of defects and failures is steadily increasing.
    Imagine if Windows worked like that! o_O
    So, no.
     
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  20. petercoleman

    petercoleman

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    Feb 21, 2016
    Posts:
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    Yeah,

    Talk about weak hardware my system is rubbish. I use a Laptop and have only just bought a new free standing monitor. to attach to it so I can look at something larger than a postcard size window to edit in :)

    However my game when published is running at speeds that are well playable at high quality even on my rubbish system - probably due to whoever knows what on the Unity engine side but I use a Frame Rate Manager and have optimised the heck out of the game.

    Kind Regards all

    Peter
     
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  21. kikoukop

    kikoukop

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    Dec 29, 2011
    Posts:
    16
    Hi, Why don't the buttons on the canvas work with Realistic FPSP?
     
  22. petercoleman

    petercoleman

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    Feb 21, 2016
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    Hi kikoukop,

    Along with other things users may indeed find that UI buttons do not function in recent versions of Unity.....

    As far as I am aware this is a known issue amongst at least some people/users using Unity as I have read so over the internet.....and it has been an issue I have had to deal with myself which can make a project unuseable if your project relies on such things as Menus or other features which rely on interaction with UI buttons....furthermore this issue also could have an impact on any features and functions which require the use of the following which may be impacted also....any items with a Pause feature, items that require the use of a Cursor and or Pointer...the use of keys on your keyboard Esc and Tab or any other alternative Key you may use to Pause or Esc the game or game feature.....

    In a game for example like my own there may be numerous or indeed many features/functions/assets which require a Pause state to be called while interacting during a game...

    This seems to be a complicated issue related to various things e.g. in particular a Cursor, a Pointer as they behave in interaction (or not) with the previous mentioned things above and additionally the issue is also relative to the cursor and or pointer "States" : is Visible or Not, Is Locked or Not and these Cursor States may also be called or be affected by numerous or many assets features or functions you may have in embedded in your game content....

    Unfortunately it does seem to be complicated and is seemingly a Unity Issue which takes it upon itself to "Hide" and or Disable/Lock the Cursor/Pointer which can not have one "State" and at the same time have another. In most instances for instance calling up say a Menu in your Game requires the Game to be Paused while you interact and for that you Need a Pointer/Cursor to click a Button and so on and when you need it you may find you dont have one either visible (In Focus) or which is not Locked and is Functional.

    I am not sure if it is also linked to or telated to the Windows Pointer State as Unity does rely on some things linked to the OS Platform being used by the Game I believe. I am also not sure if the New Unity Input System is a culprit.

    I had my game project taken out by this issue and a number of other issues recently which I have recovered from Just about but which required a major intervention in changing and replacing numerous things in my Game which I am not too happy about having been forced into it and lost a great deal of forward development time in the proces also.

    There is some information on the internet about these things which is not particularly helpful to mere mortals and as said though I have a working project again now I am still left with unwanted issues which are not show stopping but however cause some inconvenience to an end game player when switching from the game Paused state and back again when in some case it is necessay to press ESC or Tab to refocus the Pointer....

    I would suggest that if your Buttons and or Pointer are not working you could try pressing the Pause, Tab or Esc key (testing one at a time perhaps) to see if that helps and brings the buttons to life.

    I am sorry I dont know of a simple fix or answer to this issue which is potentially a very serious one.....for users.

    Perhaps someone with more knowledge of such things could help us all?

    Kind Regards

    Peter
     
    Last edited: Nov 25, 2022
  23. TonyLi

    TonyLi

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    Apr 10, 2012
    Posts:
    12,553
    Does your scene have an EventSystem?
     
  24. OZAV

    OZAV

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    Aug 9, 2013
    Posts:
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    ... Noted ... The worst thing you can do to a community and engine is: try to simulate / impersonate other engines and their admin-nag useless features, thinking it's a 'smart and cool' thing to do) * If they want the community to hang around and spend on the assets, we can forgive them everything that happened from 2017 LTS'es, since from v.2018 - that is not Unity, and - as we all agree, as obvious. Meantime - we should perhaps vote out everything that happened from 2017 LTS'es, and will be good to see it organised, so that we all have a link where we can all vote it out. The worst thing about it ? We are all correct here. Because the whole community thinks that way, but we at least: we do discuss where exactly the everything is going, with our thanks to all who follow up on it, as you are true & genuine Unity users. Our input, and well being (as the members / users / customers): matters, and - it should matter, so for our vote we - the long years users will say: it should matter as the first, and only than - everything else, and not only the one-way 'improvements' with the community not being able to use it in a healthy way, or publish anything, with all that 'progress' around. WIth this - we will have no our name in it. Give us the true Unity, for what it was, prior being 'progress' hijacked, or nothing. So, for now - we are docking at 2017's, thanks :).
     
    Last edited: Nov 26, 2022
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  25. kikoukop

    kikoukop

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    Thanks for the info petercoleman
    Yes, TonyLi, it has EventSystem. I need it to work in the initial scene, where the menu, options, etc. are located. It is a separate scene from the game.
     
  26. TonyLi

    TonyLi

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    Apr 10, 2012
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    If it's a separate scene without RFPSP components, then clicking on UI elements should work. Make sure your Canvas has a Graphic Raycaster component.
     
  27. ProBrStalker

    ProBrStalker

    Joined:
    Aug 20, 2017
    Posts:
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    Good afternoon everyone, continuing the RFPS network with Photon Bolt I've been adapting some things that weren't in the first post, however I still have to correct some important things that can be seen in the video:

    This test was done with a remote entity not associated with the third person character using authoritative controls with the Bolt network.
    Anyway, in addition to this network, I'm also working on another using the DarkRift 2 network (which will be available for purchase in the asset store in the future).

    Scripts, Files & Assets:

    *I'm releasing the player for you to have a base on how to configure it, and also the assets files of the Bolt network (Remember to backup before importing into your projects)
     

    Attached Files:

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  28. alonehuntert

    alonehuntert

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    Oct 12, 2017
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    Hi, Can you tell me how it is done, the codes you have thrown are giving an error now.

    AloneHunterT
     
  29. kikoukop

    kikoukop

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    Dec 29, 2011
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    Fixed button issue, had everything ok; Canvas, Canvas Scaler, Graphic Raycaster...
    I just had to create two new inputs: Horizontal and Vertical in the Input Manager and it worked.
     
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  30. Franciscotx56

    Franciscotx56

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    surely you have to declare the new variables.I put this right below public bool drawDebugGizmos;
    these changes are only in AI.cs but there are changes in CharacterDamage.cs

    Code (CSharp):
    1.     [Tooltip("Sound to play when NPC is Hit.")]
    2.     public AudioClip HitSound;
    3.     [Tooltip("restore speed or new running speed after NPC is hit.")]
    4.     public float newRun = 3.5f;
    5.     [Tooltip("restore speed or new walking speed after NPC is hit.")]
    6.     public float newWalk = 1.0f;
    7.     [Tooltip("cancel Hit when NPC is attacking?(optional).")]
    8.     public bool IsHit;
    9.     [Tooltip("hit reaction time (usually the duration of the hit animation).")]
    10.     public float waitTime;
     
  31. yuvsv47

    yuvsv47

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    Nov 2, 2022
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    Can you please tell me which render mode should be used for RFPSP?
    Deffered render path or Forward?
     
  32. OZAV

    OZAV

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    Aug 9, 2013
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    ... HaveAVeryMerryChristmas.gif
     
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  33. yuvsv47

    yuvsv47

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    Nov 2, 2022
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    Please tell me if you can use as an opponent model bots with their own unique animation?
    (Meaning NOT the animations mixamo gives, but characters from other games).
     
  34. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hi All,

    HEARTS OF COLD - REDEMPTION -UPDATE 5

    Level 21 screenshot below. (Future City)

    To all intense and purpose this level is complete though I will revisit this level to make some minor tweaks and additions again if the complexity will allow after testing the next published version of the game, but for now I have moved on to Level 22.

    Level 22 is named BattlePort Approach and this one is within Physical sight of the BattlePort which is the "Mission Objective" and the end of the first episode of Game.

    Levels Remaining to Update : All of which largely require only some improvement and the addition of more detail content to enhance or extend Game Play where such is possible to take them to a level I am happy with :)

    22. Future City Approach
    23. BattlePort
    24. The Leaving
    25. Stargate Earth
    26. Moon Base (Optional)
    27. Lunar Surface (A Maybe)

    The rest of levels I have in various stages of development are reserved for Episode 2 and thats another Story :)

    Future City Bridge Road.jpg

    I wish everyone a Happy 2023 and successful game making experiences.

    Kindest Regards

    Peter
     
  35. Bioman75

    Bioman75

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    Oct 31, 2014
    Posts:
    92
    Any updates on RFPS 2.0?
     
  36. owyang

    owyang

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    Mar 19, 2011
    Posts:
    5
    Taky my money , RFPS publisher.:(
     
  37. SickaGamer

    SickaGamer

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    Jan 15, 2018
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    Rfps still works well on 2020.3 and 2021.3. :)
     
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  38. petercoleman

    petercoleman

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    Hi All,

    Hearts Of Cold - Redemption

    Level 23 "BattlePort" Screenshot attached. Looking back to the BattlePort Harbour and Offices you can get some idea of the scale of the environment here where Future City is way back in the distance here obscured by the fogging beyond the distant hills - though it still exists in this level and can be seen from the Harbour Offices.

    Currently I have moved on to the level BattlePort Proper : Level 24 "The Leaving" as my levels are seamless as it were so kind of have to work through them "Together" as content from one level also exist in the next....

    Looks like I am now going to work through to the end of the levels (Level 27) and move through the last 5 or 6 levels back and forth until done.

    Grab 20230105135743 w1360h768 x162y203z1655r147.jpg
    Grab 20230105144000 w1360h768 x-197y199z1627r124.jpg

    Regards



    Peter
     

    Attached Files:

  39. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hi Everyone,

    Hearts Of Cold - Redemption

    Here's a quick update for the new years progress so far.

    I have moved on through the levels updating levels and have now reached the end Level 27. Lunar Surface.

    Attached below a screenshot of the level which at the moment has just some basic content.

    This is currently the second part of a single level The Moon. i.e. Orbiting Moon Base : Lunar Surface.

    I am stopping there and now have to go back to around level 18 and Update again levels through to this end level as more content needs adding.....

    e.g. More Characters, dynamic game play scenarios and general content updating and additions....

    That is enough to get on with for the moment to get on with. Sounds like a lot of work though some of those levels need little work and others somewhat more. Adding more Characters, allies, friends, enemies, their behaviors and sounds (speech, story telling, instructions, shooting and alike) is the main consideration in fact......

    I will keep you updated as to how I get on occasionally. I am running out of things that I can update, add or improve without extending or adding to the existing number of game levels (which i don't intend to do) so any progress is good and a step closer to a game release.

    Episode 2 : (Homelands) of this project is another ball game altogether as it poses different challenges and enough of that for now.

    I must get back to this now and get to work on the game.

    TheMoon.jpg

    See you soon with more...

    Kind regards

    Peter
     
  40. alonehuntert

    alonehuntert

    Joined:
    Oct 12, 2017
    Posts:
    15
    Hi.
    Hello, I need an inventory system, but the "s-inventory" suitable for me has been deleted from Unity's site. Is there such an inventory system?
     
  41. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,265
    I am sure you can find one and integrate it on your own.
     
  42. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hi alonehuntert,

    You might like to visit You Tube and search Unity Inventory and see if you can find something you could use that suits your need.

    As with many other features you may need to integrate to an RFPS project it may not be easy.

    I added an Inventory to my game as an additional feature for users. My game does not really need an Inventory at all so have integrated a Simple Inventory which allows users to add Weapons, Health, and other basic Items such as Security Cards needed to open doors and alike. Basic things and That's all.

    I found an Inventory script at You Tube. To get it to work I had to integrate it with the RFPS Player and the Player Pickup feature of RFPS. I then had to make duplicates of all my Items that I wanted the Player to be able to Pick Up and integrate them to the Inventory System. Then I had to make graphic images for all of my Inventory Items to display the items there. I also had to integrate a way to call and display the Inventory when needed and close it again.

    At the end of the day I have an Inventory where if a game Player wants to use it gives them an option to Pick Up an item immediately and use it (e.g Add health to the Player immediately) or add it to the Inventory for later use.

    If you may want a more advanced Inventory then I guess it may require a lot more effort to integrate with RFPS although perhaps not as the individual case may be.

    Regards

    Peter

    :)
     
    Franciscotx56 likes this.
  43. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    293
    ... always this and that, in the way ... ... ... a one quick advice to all who bake a lot of navmesh around: basically => try to never bake the navmesh for the Unity terrain, or (very large) MeshCollider objects, no matter how many they are ... (it takes a lot of punch on your performance in the editor and ingame). Here, shared from one of our cave scenes in the making - so - basically: the best is to tick as "Static" - only minimum of navmesh-suitable objects in the scene, that AI will use for navigation. That way, it bakes the navmesh 10 times more faster and a smaller file, once baked, thus - the best performance and efficiency when you work with the AI and other time-consuming tasks. Not everything in the scene should ever be the subject for your nav mesh and baking. Hope it helps, the pros or the newbies, as always - it's Unity and our best practices we can have, on any given day. Quickly sharing the tip for 10-02-2023, as we all work, everyone :). RDA-CAVE LARGE+SOLDIERS.jpg
     
  44. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    Hearts of Cold - Redemption - Quick Update

    Hi All,

    Here's a quick update of where I am now.

    All of these remaining levels have been updated somewhat and now I am updating them with more content...

    23. BattlePort : Mostly done except a lot of Characters and other things to add. e.g Level has a lot of offices containing a shedfull of computer work stations and other furnishings/fittings, living areas and alike which require some non combatant NPC's to match up busying themselves :) Add more "Battle" AI's. Enemy NPC's and other AI Enemies....
    Not really too much work - hopefully.

    24. The Leaving : Final level on Terrestrial Earth. Mostly done except for Adding similar to above. i.e. just some Overall Updating really to add whatever additional content I can get in to make the whole level well just better :)
    Again not too much work really.....
    The hardest thing I have to do here is to optionally add the "Player" destruction of a non terrestrial element.

    25. Stargate Earth : Not much to see or do here so should not take long to complete this one.

    26. Moon Base : This level is now to be included in the first episode. As a staging post again not that much to do here.

    27. Lunar Surface : This level split off from the level above as a separate level now to be included too. As this "Moon" levels extent is potentially a very large area it could as one might expect be developed in to quite a large complex level containing a lot of content and game play....which may not be included in the first episode and in such instance the second episode of the Game may start at the point the Player concludes this first episode wherever I decide to end it :)

    Episode 2 : Homelands :

    Yes I have some content and levels started for this following on from the Moon level and in fact would look forward very much to developing further the second episode as Scifi is my particular bag and right up my street. However not sure if or when I may get ahead with that in earnest....

    First things first and see how things go me thinks :)

    Kind regards

    Peter
     
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  45. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    293
    ...once again, 3+ hours awaiting, in the one current version of the project, in 2021+ versions, so: -> 3+ hours just for the project to open, and what ever asset you add, it causes complete re-import, as well. So once again, we can confirm that: this 'new' versions of Unity are just not it, and not up to any productivity or usefulness. Unless you want to file and park permanently your project in it, or just publish a finished projects, etc, which might be a only good idea, if any, for the new versions uses. This note, here - after our continous re-tests of the new versions, (with the projects that have more than 10 different assest in). Shared, for the community overwatch and well being, as usual, for: 22-02-2023 :).
     
    Franciscotx56 and yuvsv47 like this.
  46. hariomjangra777

    hariomjangra777

    Joined:
    Mar 27, 2021
    Posts:
    9
    umm how can i disable the crosair and shoot the bullets from the weapon muzzel instead of camera origion
     
  47. closetgeekshow

    closetgeekshow

    Joined:
    Jun 6, 2014
    Posts:
    122
    In my ongoing adventures of playing a random game and thinking "Hey I think this is made with RFPS" I discovered Infection Z. It's a browser game, plays decently and is fun if a little janky everywhere.
     
    OZAV likes this.
  48. hariomjangra777

    hariomjangra777

    Joined:
    Mar 27, 2021
    Posts:
    9
    ya this dudde is using animated weapon pack with a zombie slaughter pack , still it's not that bad if he makes it as a desktop app it will be kinda fun
     
  49. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    293
    Hello again, everyone, today reporting the same bug for Unity 2020'es plus, for everyone. It reimports the whole project on every build, for every build, and soon as you press the Build button. Unity 20201' and 2022.2.7 are trsted today with more than 10 different assets in the project - it''s right there and does it every time. Please report this same behaviour when it happens to you, as well, as we, the community must have the voice on hte issues. For today, fr our report - a desktop snap image attached (with the names of loading assets hidden) but: how do you call another few hours of awaiting (each time) once you press the "Build' button, and while you know that your code and assets are healthy. Code, develop, stay aware, everyone :). 06-03-2023-Unity2020'esReimportAllOnEveryBuild.png
     
  50. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    435
    HEARTS OF COLD - REDEMPTION

    Hi all,

    Before I start work on the game today thought I would give a quick update...

    Currently working on "BattlePort - The Leaving" level the last level on Earth and thought I would share a Screen Shot....

    Not much to say here really but as a note:
    You can see here two Allies and one dead enemy (of many in this location) and an Enemy Craft. This screen shot is taken in Editor test run when playing the game and as with most screen shots you have seen to date you may notice that the Player in FPS mode - is missing here. The Player with weapon is in Fact here "Shooting" but for some reason my two Editor screen shot plugins/scripts do not show the Player and often Particles in the game?

    Later when the game is almost done and published I will be grabbing a new set of screen shots from within the published game and perhaps more videos to upload. They will be also of higher quality as I govern that in Editor Development Building so as to reduce the strain on performance in Editor test runs....

    My computer is already working near its limits in Editor and this level being perhaps the most important level and being rather complex overall is stretching it to that limit...there's a lot going on in this level and I am running out of potential here to add much more. Its almost complete but will push it even further yet :)

    After this level its just two small(ish) off world levels and the final "Moon" level to decide what I will do with and I am done.....Hopefully that wont be too far away.

    Except of course the inevitable things that need to be done before any Release which could be a lot of work or not depending upon what condition I want to release it in... but that's for another time..I need to get to the end as outlined above first.

    Grab 20230305190242 w1360h768 x-174y296z1410r51.jpg

    Regards

    Peter
     
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