Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

[RELEASED] ABC - Ability & Combat Toolkit

Discussion in 'Assets and Asset Store' started by Mozza, Nov 2, 2019.

  1. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    ABC is a toolkit which provides you with a system to create abilities and setup other combat related functionality - all through an easy to use UI. Create devastating fireball attacks, combo together melee attacks, create barriers to block incoming attacks, heal your allies and much more!

    Asset Store

    "ABC gives you the power to make any ability you dream of a reality."




    With simplicity in mind ABC has been designed to implement easily into your existing or new games using only 2 components. One which is used to setup and controls features like activating abilities. The other to interact with ABC - for example to take damage from an attack.

    With over 50 ability effects and a multitude of options and functionality you can get creative and further increase the potential of your games. Add an unlimited number of effects from inflicting damage and buffing stats to moving objects.

    Have an ability bounce around targets, detonate a bomb with a click of a button, setup for FPS and have the player switch through guns to fire, create pick-ups which provide buffs, setup an ability to fly to the sky and then come crashing down on your target, setup a barrier which throws any enemies away that touches it, activate an unlimited number of projectiles at once, Group abilities which become usable when your character switches weapons. The possibilities are endless!

    ABC doesn't stop with just creating Abilities for your games - it also has a whole host of combat related functionality including AI, Health & Mana Management, Target & Auto Target System, Stat Creation, Interactive toolbars, ability import/exporting and much more.


    As an extra ABC also comes with free graphics, characters, animations, audio sounds and icons all which are used in the 2 demos. It also includes additional components which were created for the demos which you are more then welcome to use - including scripts for Third Person and FPS movement, Enemy Spawning, AI Navigation, Weapon Spawning and more.





    A selection of Combat Features provided by ABC Includes:
    • Ability Creation and Management
    • AI
    • Health/Mana System
    • Target and Auto Target System
    • Automatic Object Pooling
    • Stat Creation
    • Scroll-able Abilities
    • Full Animation Control
    • Death System
    • Over 50 Ability Effects
    • Optional Battle Circle System to stop all enemies attacking at once
    • Hit Reaction System
    • Fully Interactive Icon Toolbar/Book
    • Export & Import System
    • Graphics, Animations and Audio Assets
    • Ammo & Reload System
    • 2 Playable Demos
    • Additional components created for the demos i.e third person movement script
    • UI System showing target info, health/mana, ability activation progress and more
    • Ability Grouping allowing abilities to become enabled/disabled on certain events
    • Plus more!

    Contact
    For any queries, feedback or suggestions for future features then please feel free to post in this thread or get in contact by sending an email to: DiceLockStudio@gmail.com

    Screenshots



























    Showcase
    Examples of games using ABC. If you want to showcase your own games here please send an email to dicelockstudio@gmail.com. More showcases of games that have used ABC can be found here








    - Fire vs Lightning: 0:00 - 01:54
    - Fire & Ice vs Lightning & Light: 01:54 - 03:47
    - Ice & Dark & Fire vs Lightning & Light & Ice: 03:47 - 06:45
     
    Last edited: Jun 20, 2020
    TeagansDad, Neviah and Kamil1064 like this.
  2. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Version Changes

    #### v1.4 ####

    1) New Weapon Functionality

    - Configure for your characters to equip/unequip weapons
    - Link abilities/attacks to weapons to become enabled when the weapon is equipped, linking abilities with weapons (sword attacks can be used when sword equipped etc)
    - Linked groups with weapons so when a group/weapon is enabled/equipped the weapon/group can be equipped/enabled
    - Display in UI which weapon is equipped
    - Weapons can have ammo/reloading which abilities can consume. Once out of ammo abilities will not activate until reloaded or more ammo is picked up
    - Added enable/equip weapon effects applied by abilities
    - Added adjust weapon ammo effects applied by abilities
    - Functionality included to drop/pick up weapons (weapon pick ups can also be imported so if one character drops a weapon another character can pick it up without having it already setup in their ABC settings)
    - Ammo also updates on weapon pickup/drop
    - Weapon swap functionality allows for you to cycle through weapons using mouse scroll/keys
    - Added an Icon Type which when pressed will equip a weapon
    - Added a filter dropdown to the ability list section, allowing you to see and configure abilities which are linked to weapons/groups
    - Updated Demos to use new weapon functionality for reference
    - Updated Save/Load functionality to include new weapon functionality
    - Updated Animation functionality to allow animations to run on weapons if chosen too

    2) Added Toggle Gravity effects which can be applied by abilities

    3) Added a setting which will allow for abilities to ignore any prepare time adjustments added by effects (if 'slow' effect increase time to activate abilities, if this setting is set it won't affect that ability)

    4) Added a setting to set a max amount of times an effect can duplicate on an entity (if set to do damage every x amount of seconds this setting can cap how many times it will be applied)

    5) Added functionality which allows for entities to miss the target when activating ability projectiles/raycasts. A miss chance can be set i.e miss the target 20% of the time. The miss chance can also be adjusted by ability effects (blind spell etc). Abilities can also be set to never miss ignoring the miss chance setting.

    6) Improved the ability preparing/progress bar so it now more accurately fills letting the player know how long is left to prepare/cast the ability.

    7) The ABC_IEntity class is now partial allowing you to override the methods to easier integrate with your projects which won't get overwritten on new updates

    8) Added functionality to move the entity to target when preparing or initiating an ability/attack allowing you to make attacks where the character jumps to the target before striking

    9) Improved ID's of all weapons/abilities/groups etc to allow for that instance to always have a unique ID, allows for easier setup and integration with effects if the weapon/ability is moved to another character.

    10) Bug Fix: Boomerang functionality now correctly returns the ability back to it's starting position

    11) Bug Fix: AI now correctly detects which effects are on potential targets when running through conditions to activate abilities

    12) Bug Fix: Fixed a bug where on stay collision was not correctly picked up

    13) Bug Fix: Fixed a bug where the interrupt current animation tickbox on hit reactions could not be selected

    14) Bug Fix: Improved copy of abilities/weapons/groups to ensure no data is not copied over correctly

    15) Improved object moving physics from effects (push etc)

    16) Bug Fix: Fixed a bug where always travel did not apply to additional starting position abilities

    17) Bug Fix: Restrict movement from activating attacks will no longer overlap if another ability has started before the restrict movement ends

    18) Bug Fix: Stopped -adjust health from attacks from healing entity if the entities defence was higher then the damage done

    19) Improved adjust ability interval so it accurately increases or decreases the interval before another attack can be activated after the current one initiates

    20) Bug Fix: Fixed a bug where swapped icon would not be correctly placed when loading from a save

    21) Bug Fix: Fixed a bug where images would not load correct when game save is loaded

    22) Bug Fix: Graphic log duration will now default to 5 when starting new (was previously 0)


    #### v1.3 ####

    1) Added functionality to randomise the potential targets which are retrieved when the AI system decides who to use abilities on

    to use abilities on

    2) Bug Fix: Fixed an issue where the camera shake would not revert camera back to the correct position

    3) Added the new ABC Animation Runner system which allows you to select animation clips which will play without using Unity's Animator. This means you do not have to set up anything in the Animator to play animations relating to ABC. This will further increase the potential of ABC integrating with other assets.


    #### v1.2 ####


    1) Bug Fix: Scroll abilities with persistent positions now setup correctly if character started game in idle mode

    2) Added Zoom-In functionality to third person additional script

    3) Bug Fix: ABC can now correctly select targets when Game Creator event system is being used

    4) ABC now integrates with Game Creator Asset created by Catsoft Studios. The following integration functionality has been added:

    - Activate Abilities from a Game Creator Action
    - Adjust Game Creator Stats/Attributes
    - Link with Game Creator Health/Mana Attributes
    - Add and Remove Game Creator Status Effects
    - Trigger Game Creator Actions/Conditions from Ability Collisions

    5) Functionality has been added to allow for you to set additional starting positions for an ability - An extra Ability object will be created for each Additional Starting Position - The object is an additional duplicate of the normal Ability object and will operate in the same way - This functionality can be used for example to have 2 fireballs fire from both hands or for melee attacks to have each fist apply damage.

    6) A duration setting has been added for Stop Movement on both Preparing and Initiation - You can now choose to stop movement for a set duration when preparing and initiating. If 0 is defined for the duration then the movement will start again automatically as soon as the preparing/initiating animation has finished

    #### v1.1 ####

    1) Added lock on to third person additional script

    2) Added functionality to save/load the game through the new ABC_SaveManager component

    3) Fixed a bug where the editor would not allow you to select all animator types from the dropdown

    4) Added Ability Activation/Activation Completion Event Calls which allows other scripts to subscribe to ABC and be notified when an ability activates or has completed activating.

    IMPORTANT: Due to the new ABC Save/Load functionality all Unity DataTypes (GameObject, Texture, Image etc) has had to go through a rework so they could be referenced persistently. This allows for the new ABC save/load system to correctly load game data. Due to this any previously set values will be reset once v1.1 is downloaded.

    It is recommend that you do not download this update on projects which have already started unless you do not mind resetting some of the values in ABC like the ability graphics.
     
    Last edited: Jun 15, 2020
  3. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    I have been asked if I can create a Discord channel for all things ABC as another avenue for anyone to get in contact so they can provide feedback, suggest roadmap ideas, showcase what they have created, get support and generally have a nice chit-chat.

    I have just created the channel which I will be improving bit by bit over the next coming weeks - for now come in get comfortable and lets talk all things ability and combat :D

    https://discord.gg/pXv74uw
     
  4. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    EDIT 25/11/2019: A Chance to win a voucher in the giveaway has now ended. Thank you all to those that applied.

    Here is the newest showcase which displays a boss battle which was created using ABC:



    Looking forward to hearing from you all!
     
    Last edited: Nov 25, 2019
  5. Neviah

    Neviah

    Joined:
    Dec 1, 2016
    Posts:
    235
    Entering contest:







    I want enemies to have a plethora of options when it comes to engagement, so I'd like to give your asset a go.
     
  6. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    That project looks awesome Neviah! How long have you been working on it for? :D
     
  7. schnaks_unity

    schnaks_unity

    Joined:
    Mar 23, 2018
    Posts:
    3
    I've been toying with the idea of creating a (old school)-fallout-like, magic-wielding Rabbit-Royale RPG, whatever that may be. In any case, I think your asset would be perfect for that :)
     
  8. Neviah

    Neviah

    Joined:
    Dec 1, 2016
    Posts:
    235
    Since April of this year... I've been slacking XD
     
    Mozza likes this.
  9. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,192
    I am working on Biotopia 3D, which is a open world sandbox RPG.

    One of my main Problems is that that my enemies and animals are still stupid.

    https://forum.unity.com/threads/bio...-free-and-gimme-feedback.509243/#post-4052023

    I am interested in a voucher!

    My usecase would be:

    A script or a prefab where I can set a type like Monster, Carnivore or hermivore. A player property.

    Monsters attack the player always, carnivores if you are too close or directly in their view, hermivores just wander and run away if too close.

    Monsters also attack hermivores sometimes, carnivores attack hermivores sometimes.

    A public property for energy, endurance and mana. Possibility to just wander around, follow Player (or hermivore etc), run away from player or monster etc. Maybe patrol etc.

    And this in a randomly created world with colliders. Maybe waypoints optional, I do not need them. Maybe some navigation id optional, for me it would only be interesing if it worked in a random environment, too. Avoiding obstacles etc.

    May can set lists of animations for standing, attacking, walking running.

    Fit to the ground for animals. etcetc. If I get a voucher and these kind of things are of any interest, I can write more about it and help with testing and Feedback.
     
  10. alvaromagnum

    alvaromagnum

    Joined:
    Dec 3, 2017
    Posts:
    3
  11. AndiRutz

    AndiRutz

    Joined:
    Oct 22, 2018
    Posts:
    1
    This is one of the best systems I've seen regarding combat design. I think its versatile and support is very good!
     
    Mozza likes this.
  12. gearedgeek

    gearedgeek

    Joined:
    Jun 19, 2015
    Posts:
    178
    I'm looking forward in seeing if you can get ABC integrated with UCC. Also this is my post for the giveaway. :p
     
    Mozza likes this.
  13. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Magic-wielding Rabbit-Royal RPG is quite the combo! Would love to see the progress on that :D
     
  14. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Just been checking out your YouTube videos, looks like you have definitely been working hard on the project. With AI in ABC you can set it up so entities only attack other entities on certain conditions so this is something I feel you will definitely benefit with from reading your description. Good luck for the voucher giveaway :D
     
  15. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Thanks Andi :D good luck for the giveaway!
     
  16. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    100% feeling the same, hopefully I can hear back from UCC soon. Good luck for the giveaway :D
     
    gearedgeek likes this.
  17. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Doesn't look like you have been slacking, its really impressive what I saw. The smallest of progress bit by bit is often the best way to finish a project so you don't burn out! Good luck for the voucher giveaway. :D
     
    Neviah likes this.
  18. Simpuhl

    Simpuhl

    Joined:
    Oct 17, 2013
    Posts:
    2
    This is amazing, i'd love to see some more melee and archer type combat. I am in the process of putting together a 1 man MMORPG. This would be an amazing asset to add to my project
     
    Last edited: Nov 22, 2019
  19. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Thanks Simpuhl, I will try and put together some more melee and archer type examples in future. ABC is quite flexible so there shouldn't be any reason why you can't create almost any type of melee or archer type combat you want!

    If you have any attacks in mind and not sure if they can be created in ABC then post here and I will let you know if it's possible :D

    Good luck for the voucher giveaway!
     
    Simpuhl likes this.
  20. jestryck

    jestryck

    Joined:
    Sep 17, 2017
    Posts:
    2
    Some type of tactical strike/space laser from above could be interesting. If you watch just 1:00-1:30, there is a representation that kind of works


    The somewhat timeless anime missile barrage could also be interesting and be modded to be just about any type of particle or flying object.


    Continued good luck with your development.
     
  21. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Awesome ideas! Both definitely possible with ABC :D The anime missile is a classic that never gets boring!

    Good luck for the voucher giveaway. Winners will be announced in a few hours.
     
  22. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Thank you to everyone who entered the voucher giveaway, it was really great to see what creative ideas you all have. I am happy to announce we have our 2 winners:

    Neviah & jestryck

    Congratulations to you both :D I will get in contact now to send the vouchers.
     
  23. Neviah

    Neviah

    Joined:
    Dec 1, 2016
    Posts:
    235
    Awesome!!! Thanks for this opportunity! I'll be sure to give it a whirl and a review!
     
  24. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    You are most welcome and would be grateful for the review, enjoy! :D
     
  25. Simpuhl

    Simpuhl

    Joined:
    Oct 17, 2013
    Posts:
    2
    Congrats to the winners!
     
  26. schnaks_unity

    schnaks_unity

    Joined:
    Mar 23, 2018
    Posts:
    3
    Congrats from me as well! I guess my bunnies will stay magicless for the time being... contact me if you have another voucher giveaway someday, I'd love to try it! ;)
     
    Mozza likes this.
  27. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Hopefully the bunnies will find their magic one day!

    Will let you know if another giveaway happens but it won't be for a while unfortunately :(
     
  28. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    A little sneak peak into the Save/Load System which will be ready in the next release of ABC (v1.1)

    Easily save the whole scene or just specific game objects and load the data back again with one line of code for example:

    Code (CSharp):
    1.  ABC_SaveSystem.CreateLocalSaveFile(this.saveAllFileName, this.saveAllFilePath, this.key32Char);
    Code (CSharp):
    1.  ABC_SaveSystem.LoadLocalSaveFile(this.saveAllFileName, this.saveAllFilePath, true, true, true, this.key32Char);
    You are able to save and load from local files or generate the save data for you to store and load from a database. You can configure how much of the data is loaded - from just the ABC data to loading everything like the enabled states and transform positions.

    There is also a SaveManager component which is already created to allow you to setup your saving and loading, ready to be placed behind a button click with no coding required.

     
    Last edited: Nov 30, 2019
  29. schnaks_unity

    schnaks_unity

    Joined:
    Mar 23, 2018
    Posts:
    3
    Never mind, just bought it anyway ;)
     
  30. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Amazing! Hope you enjoy, keep me updated on your progress :D

    Release the magic bunnies!
     
  31. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Last edited: Dec 9, 2019
  32. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Version 1.1 has now been released. Please find the update notes below:

    • Added lock on to third person additional script
    • Added functionality to save/load the game through the new ABC_SaveManager component
    • Fixed a bug where the editor would not allow you to select all animator types from the dropdown
    • Added Ability Activation/Activation Completion Event Calls which allows other scripts to subscribe to ABC and be notified when an ability activates or has completed activating.

    IMPORTANT: Due to the new ABC Save/Load functionality all Unity DataTypes (GameObject, Texture, Image etc) has had to go through a rework so they could be referenced persistently. This allows for the new ABC save/load system to correctly load game data.

    Due to this any previously set values will be reset once v1.1 is downloaded. It is recommend that you do not download this update on projects which have already started unless you do not mind resetting some of the values in ABC like the ability graphics.

    The next version will be focused around integrations with other assets. If you have any in mind you would like to see working with ABC then please do post a reply to let me know.
     
  33. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    357
    Hello.
    Your system looks good.
    I have a question though.
    I have a complex custom stat management system.
    I can not see any delegates or events or virtual members related to stat change (was looking to something OnStatChange)
    How can I use my stat management system along with your package?
     
  34. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Hi TextusGames,

    Apologies for not replying on here sooner! I only just realized I didn't reply. I know we have since spoken on Discord and I went through the possible options of integrating into your stat management system either by amending the API or using the effect event subscriber component.

    Hope all is well anyway and you had a good festive break!
     
    TextusGames likes this.
  35. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Hope everyone is having a great weekend! I have started work on integrating ABC with Game Creator which has been requested by the community.

    Below shows a small demonstration of ABC using Health which has been setup in Catsoft Studios Game Creator Asset: https://assetstore.unity.com/packages/templates/systems/game-creator-89443

    Integration will include linking in with Health/Mana/Stats and applying GC status effects.



    If you have any more ideas of how you want to see ABC integrate with Game Creator then do please let me know :D
     
    vorokoi and SickaGamer like this.
  36. vorokoi

    vorokoi

    Joined:
    Oct 18, 2019
    Posts:
    34
    ABC Ability Combat Toolkit integrated with Game Creator … that is a heck of an awesome combo. I was having fun with ABC before the integration and you just took it to another level. Super stoked for this update. Thanks for all your work Mozza!
     
  37. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Thanks for the kind words Vorokoi :D Super excited to see what you think of the Game Creator Integration and so happy to see you enjoying ABC! I just submitted version 1.2 to the Asset Store which has the Game Creator functionality - will post here as soon as it gets released.
     
  38. Havok_ZA

    Havok_ZA

    Joined:
    Jul 27, 2016
    Posts:
    55
    I will check this out as it might be useful for my game that I am developing with Game Creator. So Thank you for the integration of Game Creator!
     
  39. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Sounds good to me :D

    The GC integration was really fun to implement. What kind of game are you making?
     
    Havok_ZA likes this.
  40. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    994
    The AI in the Dark Souls video was using ABC or it just use the abilities portion of it?
     
  41. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    994
    Also is integrated to be the main controller for GC? Does it function with the inventory, quests, dialogues and stats? Or better yet...you creating your own inventory system?
     
  42. Havok_ZA

    Havok_ZA

    Joined:
    Jul 27, 2016
    Posts:
    55
    Third person puzzle with some Melee elements planned.
     
  43. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Everything you see except the 3D models and Environment was created using ABC, including the AI :)
     
  44. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Currently ABC integrates with GC in the following way:
    • Activating Abilities using GC Action
    • Triggering Actions/Conditions from Ability Collision (Ability Collision as a new GC Trigger)
    • Using/Adjusting GC Health/Mana
    • Using GC Stats to enhance ABC Effects
    • Modifying GC Stats/Attributes
    • Adding/Removing Status Effects

    So in a nutshell it currently integrates with the main GC Controller and Stats. There is further integration planned down the road but do let me know of any ideas you have :)
     
  45. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Awesome sounds great! Would love to see updated progress on it :D
     
    Havok_ZA likes this.
  46. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    994
    Do you have an example of how i could create that AI? Any chance of you putting in an inventory?
     
  47. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    By example do you mean documentation or within the Asset? The Asset comes with a demo scene which has AI setup within it which you can use to learn from or you can find information about the AI settings in the documentation.

    There is no immediate plans of putting inventory at the moment but I can potentially add it to the Roadmap for you. It would probably be faster for me to integrate with inventory Assets also if you have any.
     
  48. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    Version 1.2 has now been released which includes the first phase of integration for Game Creator. Please find the update notes below:

    1) Bug Fix: Scroll abilities with persistent positions now setup correctly if character started game in idle mode

    2) Added Zoom-In functionality to third person additional script

    3) Bug Fix: ABC can now correctly select targets when Game Creator event system is being used

    4) ABC now integrates with Game Creator Asset created by Catsoft Studios. The following integration functionality has been added:

    - Activate Abilities from a Game Creator Action
    - Adjust Game Creator Stats/Attributes
    - Link with Game Creator Health/Mana Attributes
    - Add and Remove Game Creator Status Effects
    - Trigger Game Creator Actions/Conditions from Ability Collisions



    5) Functionality has been added to allow for you to set additional starting positions for an ability - An extra Ability object will be created for each Additional Starting Position - The object is an additional duplicate of the normal Ability object and will operate in the same way - This functionality can be used for example to have 2 fireballs fire from both hands or for melee attacks to have each fist apply damage.



    6) A duration setting has been added for Stop Movement on both Preparing and Initiation - You can now choose to stop movement for a set duration when preparing and initiating. If 0 is defined for the duration then the movement will start again automatically as soon as the preparing/initiating animation has finished
     
    konsic likes this.
  49. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    489
    Can this be integrated with invector 3rdperson controller??
     
    SickaGamer likes this.
  50. Mozza

    Mozza

    Joined:
    Nov 29, 2012
    Posts:
    50
    I unfortunately have yet to try ABC alongside Invector, I have done my best to design ABC so it can sit on it's own and not interfere with other tools but I can't make any promises. However if they don't work together I can add on the roadmap to do some integration work so it can.

    Hope that answers your question but let me know if you have any further queries :)
     
unityunity