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[Release] UMAzing: an in-game UMA character creator

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

  1. Acriax

    Acriax

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    UMAzing In-Game Character Creator

    Asset store link

    Interactive web demo


    [HR][/HR]

    What is UMAzing?

    UMAzing In-Game Character Creator is an extension to the amazing, free package UMA, and allows anyone to easily add a character creator to their game. With this package, you can give all your players the ability to create and customize their own character to use in your game.
    Perfect for RPGs, MMOs and social games.

    While UMA itself is awesome, it can be quite difficult to learn all of its aspects in order to create a fully-fledged character creator with it. Combine UMA with this and it couldn't be easier. Just follow a few simple steps (all document in the included readme), and you'll have it all set up and working.
    From there on you can customize it to better suit your game.

    The key philosophy in making UMAzing has been to make it as quick as possible to set up, yet still be open to modification, so while everything essential for theming and running can be set inside the inspector, you can still dig into the commented code to implement custom features and adapt it to your game.

    UMAzing contains 3 pre-made scenes (Fantasy, Sci-Fi and Plain) with their respective themed GUIs, so you can just use the one which suits your project the best. Feel free to use them as they are or customize them to your liking.

    More than just themed GUIs with sliders, UMAzing solves the bridging between the character creator and game scene and even automatically attaches the camera to the character in the game scene for a third person viewpoint.

    High on the priority list was making UMAzing feel polished and professional, so things such as fade-effects between the scenes and a smooth orbit camera with auto zoom and doesn't clip through the floor give it an AAA-game feel.

    Giving your players the ability to create their own characters in your game couldn't be any easier.



    Features:
    • Built on the powerful UMA framework, allowing for limitless extendability
    • Almost zero configuration setup
    • 3 fully fledged themes (Fantasy, Sci-Fi and Plain)
    • Professional, clean GUI appearance, with lots of customizability
    • GUI adapts to the screen size
    • Smooth orbit camera and fading scene transitions
    • Automatically hides parts and colors when there is only one variation of it
    • More than sliders: choose the various parts that make up the characters
    • Customize the randomization ranges and slider limits
    • Easily add skincolors, haircolors, eyecolors, lipstick color and so on right in the inspector
    • Includes a simple third person camera setup which automatically attaches to your generated character in the game scene
    • Toggle allowance for removing underwear or not
    • Commented code, helping you to make your own edits and understand how UMA works

    Screenshots:




     
    Last edited: May 15, 2015
  2. EmeralLotus

    EmeralLotus

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    Very Cool.

    This is something I was looking for.

    How does this perform on Mobile? Hope that it's not using OnGUI.
    If it is, please support NGUI or Daikon, otherwise, the drawcalls will kill Mobile.

    Does it support custom characters like Dragons, etc ?

    Cheers.
     
  3. Acriax

    Acriax

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    Thanks man!

    At the moment it is using the default Unity GUI, so draw calls would indeed be high on mobile. And while the GUI does adapt to different screen sizes, it doesn't work well with sizes below say, 800x600, as it starts to get pretty cramped around then. Preferably, for a mobile game there would be a completely different layout so the sliders etc don't just scale down and get really small. I'd love to try and get it to work with atleast NGUI at some point.

    As long as characters are made the UMA way (with overlays and slots), it should work without problems. You'd have to add a few lines in the character creator script so it tracks the slider values for hornsize or wingsize or whatever and knows in which order to put those sliders in the GUI. This is something I'd like to change in a future release so it reads all the UMA slots automatically and you can re-sort them in the inspector.
     
  4. FernandoRibeiro

    FernandoRibeiro

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    Great project @Acriax =D Super polished and professional!
     
  5. Acriax

    Acriax

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    Thanks! Means a lot to hear that! :)
     
  6. greggtwep16

    greggtwep16

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    +1 for mobile request.

    Looks very polished. Just curious since I would think most games would have the character maker in a separate scene from the actual game play how many draw calls is it the way it is now?
     
  7. Acriax

    Acriax

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    Right now the GUI itself uses 40 drawcalls on the basic tab and around 100 on the tabs with sliders (depends on how many of the sliders you can fit as based on the resolution). Then of course the environments add drawcalls. Plain only has 1, SciFi has 17 and Fantasy a whopping 1000 (Which I guess is due to the grass sprites and multiple directional lights), so that one you might want to edit if you're deploying for low-end hardware.
     
  8. derkoi

    derkoi

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    This looks good! Keep an eye on it.
     
  9. Mikie

    Mikie

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    Don't see a lot of difference between the Fantasy, Sci-Fi and Plain avatars. Perhaps a movie might help.
     
  10. Acriax

    Acriax

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    Many thanks! I'll keep working to improve it further!
     
  11. Acriax

    Acriax

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    Hi, sorry if the description wasn't clear enough. UMAzing uses the standard UMA character and is the same in all the themes. It's only the GUI and backgrounds which differ between the themes.
     
  12. Acriax

    Acriax

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    You need to replicate the folder structure for the character save path under the build folder.

    So if it is built in the folder "MyApp/Builds/osx/myapp.app", and you have the character creator Save Path set to "Assets/Character Saves" it needs to have the folder "MyApp/Builds/osx/Assets/Character Saves" created in order to save and load the characters.
     
  13. Venged

    Venged

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    Does this save prefabs? I'm asking because I want to script the functionality for the player to use the player they created after quitting and restarting the game.

    Will this asset integrate with UMA Power Tools with conflict?

    Great looking Asset!!! Thanks!!!
     
    Last edited: Mar 13, 2014
  14. derkoi

    derkoi

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    Just save the UMA serialized string to playerprefs. I'm doing that and it works fine.
     
  15. Acriax

    Acriax

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    By default, it uses UMAs method of saving to a .txt-file in a folder in the assets folder for the project. So you could definitely script something like checking if there are any created characters in that folder. If so, list their names, and if a player clicks on one of them, go to the game scene and spawn a character from that .txt-file using UMAs load recipe from text file.

    Regarding UMA Power Tools, I'm not sure, but it's likely there could be a conflict there unfortunately.
     
  16. Teila

    Teila

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    I like this a lot! One minor issue with the fantasy scene. You cannot see the feet when you try to adjust them. Is this a problem only with the webplayer and if so, could you show us a screenshot of the fantasy scene when changing the body?
     
  17. Acriax

    Acriax

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    Hi, you will have to rotate the camera by holding down the right mouse button in order to see the feet. Another solution would be to increase the default body camera distance within the inspector, but the character might be too small then. :)

    The zooming only toggles between the face and body tabs, it does not zoom in on the various body parts as you pull the sliders.

    If you mean that the toes are clipping through the floor, that seems to be a side-effect of the body collider that the UMA character uses. Here it's using the default height, but you should be able to edit the prefab to add some height to the collider.
     
  18. Venged

    Venged

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    Thanks! I bought power tools yesterday. I'm gonna give this a try for the GUI. The maker of Power tools explained things to me. He explained that these programs have distinct functionality and both are very useful. Buying this evening:)
     
  19. em3plum

    em3plum

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    So how do you use your own character controller
     
  20. Acriax

    Acriax

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    If you know how to modify the character using UMA, there's no difference modifying it for this, as UMAzing uses UMA to create the characters. Otherwise, if you don't know, it's just a matter of pulling "UMA/UMA_Assets/Races/UMA_Human_Male" into the scene, editing whatever you want to edit, apply to the prefab, and delete the created object from the scene.
     
  21. Venged

    Venged

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    I bought this tool today. All I can say is that just like UMA and the other Third Party Tools for it, it is simply Amazing!!!!

    Thanks for making this!
     
  22. Acriax

    Acriax

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    Wow, thanks, that makes me super glad to hear! If you don't mind, it would really help me if you could leave a good rating on the store! :)
     
  23. Venged

    Venged

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    Done! Thanks!
     
  24. SyntaxError10010

    SyntaxError10010

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    Does the interface work with characters other than human??? I want a versatile character creator for a dragon/deer hybrid.
     
  25. daeuk

    daeuk

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    can the model created be saved and loaded? for multiplayer, can we sync models over the network?
     
  26. nsmith1024

    nsmith1024

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    Does anybody know if I can upload my own pictures to be used for the clothes or face or other parts of the avatar?
     
  27. xxFromerxx

    xxFromerxx

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    I am also wondering if I can import my own assets to use, also I would like to know if other rigs can be used other than the provided character.
     
  28. FernandoRibeiro

    FernandoRibeiro

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    Hi there! Please take a look here:


    This is not related to UMAzing directly, but might help.
     
  29. Archania

    Archania

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    This asset still being worked on or is it in a finished state? Just wondering and the website listed for the asset really gives no information.
    Thanks.
     
  30. radiantboy

    radiantboy

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    Hi, just bought this, really amazing stuff!!.. I think there is a bug in the sci fi scene right now as the clothes dont appear, it is like the texture is missing. The other ones work well. I was wondering if you have any idea how I go about integrating this with UFPS, so people could choose what their character looks like in the new 3rd person mode in ufps, that would be very cool :) Im guessing it wont actually be that hard to somehow swap out the character for one of these, thanks again for a cool asset!

    Edit: forgot to ask, will you be upgrading this to support the new types of things in UMA? like the animals etc, I watched a video earlier theyre like humanoids with animal legs.
     
  31. Grave174

    Grave174

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    Wondering if anyone has gotten UMAzing to work with the Motion Controller from the assets store?

    Im trying to add a create a character mode for the players so i am adding Motion Controller to UMAzing. But I have a problem when I use UMAzing to create a character, it builds a extra controller on the model at runtime which I have to delete. I also have to set up the camera rig again and for some reason the character movements are inverse so he starts running backwards. if anyone has run into the same problem I would appreciate the help.
     
    Last edited: Feb 18, 2015
  32. snacktime

    snacktime

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    So this doesn't work with Unity 5, as you need the latest UMA from github for UMA to work with Unity 5, and Umazing doesn't work with the latest UMA. Any chance of getting a version that works with the latest version of UMA?
     
  33. reb-issachar

    reb-issachar

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    Hi Derkoi, I´m just starting out on Unity. How does one do that? :)
     
  34. Attreyu

    Attreyu

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    Hi,

    I've just bought UMAzing, it works beautifully with Unity 5. Maybe you should eliminate the "Pro" option, since Unity Standard is now almost identical with Pro.

    One question - how do I integrate it into a project ? FPS.

    Thanks,
     
  35. airblaster

    airblaster

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    I'm interested in buying This asset, but would like to Hear from the author that it is compatible with unity 5.
    also would love to hear whether an update to latest uma version is planned.
     
  36. Acriax

    Acriax

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    Hey everyone. Sorry for the delay in any updates. Seems my support mailbox didn't get synced with my computer, so I didn't realize people were having problems. I know it's not much of an excuse, but anyway...

    I just wanted to let you all know that I have updated the package to make it compatible with Unity 5 and UMA 2, and it has just been approved by the asset store and available for download. So hopefully it should work for everyone using Unity 5 now.

    I don't know how "smart" the download manager in Unity is, so I'll just mention that if you are still using Unity 4 and UMAzing, it might be best not to download the latest update, as many things have changed and may break. But hopefully, the download manager shouldn't even show the latest version unless you are using Unity 5 for the project.

    And lastly, as Unity 5 includes PRO, there's only the fast generation method in the latest version.
     
  37. Hedonsoft

    Hedonsoft

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    Hi. I just bought Umazing and imported Uma2 and Umazing into a blank project and ran the scenes fine but after quitting and relaunching Unity the game scene throws this error

    NullReferenceException: Object reference not set to an instance of an object
    UMAAvatarBase.Load (.UMARecipeBase umaRecipe, .UMARecipeBase[] umaAdditionalRecipes) (at Assets/Standard Assets/UMA/Core/Scripts/UMAAvatarBase.cs:98)
    UMAAvatarBase.Load (.UMARecipeBase umaRecipe) (at Assets/Standard Assets/UMA/Core/Scripts/UMAAvatarBase.cs:84)
    UMAzingSpawn.Start () (at Assets/UMA/Extensions/UMAzing/Scripts/UMAzingSpawn.cs:35)[/code]
     
  38. Acriax

    Acriax

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    Hi, did you manage to solve this? Sounds odd that it would occur after just relaunching Unity.

    If you still have the issue, send a mail to support@strafejumpstudios.com with some more info on what you were attempting to do when the error occured and I'll try and help you.
     
  39. Hedonsoft

    Hedonsoft

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    Where in the scripts is the Locomotion slot assigned to the player? I want to remove it.
     
  40. Hedonsoft

    Hedonsoft

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    For anyone else having this issue it was solved by adding avatar.Initialize(); before avatar.Load(...); in UMAzing\spawn.cs
     
    Acriax likes this.
  41. Acriax

    Acriax

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    In the spawner script inside the game scene, there is an "additional slots" field. You should be able to remove it there.
     
  42. Hedonsoft

    Hedonsoft

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    Thank you!
     
  43. Hedonsoft

    Hedonsoft

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    One more question. I've been using UMA for a while but I've always just added the control script, and the runtime animator. can you explain the purpose for using the Locomotion recipe? How did you create it? I thought the recipe was just the textfile with the UMA's physical properties.
     
  44. Acriax

    Acriax

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    Sorry, I didn't create the Locomotion. That's from the original UMA developers. :)
     
  45. Hedonsoft

    Hedonsoft

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    Ya I guess I was just wondering why UMAzingSpawn has The LocomotionRecipe under Additional Recipes, I couldn't figure out its purpose. After talking to the UMA devs they said it's enough just to add the Locomotion animator to the dynamic avatar
     
  46. tredpro

    tredpro

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    can someone help me fix this issue?

    InvalidOperationException: Operation is not valid due to the current state of the object
    System.Linq.Enumerable.First[GameObject] (IEnumerable`1 source)
    Helper.FindInChildren (UnityEngine.GameObject go, System.String name) (at Assets/UMA/Extensions/UMAzing/Scripts/UMAzingCC.cs:2170)
    UMAzingCC.Update () (at Assets/UMA/Extensions/UMAzing/Scripts/UMAzingCC.cs:375)

    i get this error if i was to change the gender
     
  47. Hedonsoft

    Hedonsoft

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    You must have edited UMAZingCC.cs or are using an old version because theres no code at line 2170
     
  48. tredpro

    tredpro

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    yes i had to edit it because it didn't work out of the box for me.


    public static class Helper

    {
    public static GameObject FindInChildren(this GameObject go, string name) {
    here is line 2170 ----> return (from x in go.GetComponentsInChildren<Transform>()
    where x.gameObject.name == name
    select x.gameObject).First();

    }

    thank you
     
  49. Hedonsoft

    Hedonsoft

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    It didn't work for me either. But the change I had to make was in the spawn script. Is the problem that the uma is fine in the editor but won't spawn in the scene?
     
  50. Hedonsoft

    Hedonsoft

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    try adding umaData.Initialize(); as the first statement in the spawn script