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Feedback [RELEASED] Advanced Survival Kit for Playmaker: FPS Game Template v1.0

Discussion in 'Assets and Asset Store' started by Meka_Games, Dec 3, 2020.

  1. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    119
    (Must Own Playmaker!)
    This is a ⭐Very Detailed⭐ FPS Survival Game.


    All the 3d models, sound effects, animations are included. No scripts. Only Playmaker FSMs!
    It is fully customizable. Each Playmaker FSM is named and commented. It is very easy to replace it with your own 3d models.

    Best Features
    ✔️Inventory and Crafting System
    ✔️Build System
    ✔️Status System (Health-Hunger-Thirst-Radiation-Stamina)
    ✔️Placeable Objects System
    ✔️Interaction System
    ✔️Day/Night Cycle System
    ✔️Advanced Enemy AI
    ✔️Advanced Animal AI
    ✔️Advanced "Lootable Area" System
    ✔️Destructible Objects
    ✔️45+ Collectible Items
    ✔️Demo Scene Included
    ✔️In-Game Cheat Console

    Details
    ✔️Walking, Running, Jumping, Crouching, Prone, Swimming and Ladder System
    ✔️Player Effects (Starving-Thirsty-Sick-Bleeding-Broken Leg-Drowning-Heat-Too Cold)
    ✔️Advanced Damage Detection (Near/Close Hit-Heat-Cold-Fall Damage)
    ✔️Detection Types (Line of Sight-Sound-Hit)
    ✔️Recoil System
    ✔️Decal System
    ✔️Customizable Footstep System
    ✔️Weapon Slot System
    ✔️Item Quality System
    ✔️Pool System
    ✔️Seed Plant System
    ✔️Fishing System
    ✔️Peek Left/Right System
    ✔️Ragdoll Physics
    ✔️Hit Marker​
    ✔️Weapon Sway
    ✔️Death Screen and Pause Menu
    ✔️Basic Turret AI
    and more...

    Craftable and Placeable Objects
    ✔️Bed ➙ The player can respawn at the Bed by dying and pressing the Home button
    ✔️Campfire ➙ Source for cooking and when near it, nullifying the freezing effect in turn
    ✔️Crate ➙ For storing items
    ✔️Recycler ➙ Used to break items into raw materials
    ✔️Repair Bench ➙ Repair broken items back to a usable state
    ✔️Torch ➙ Provides a little light


    ➤ TUTORIAL VIDEO


    -Installation
    -Changing Particles
    -Changing Zombie Model
    -Changing Animal Model
    -Changing Resource Objects (Tree, Stone Ore, Berry Bush)
    -Adding New Weapons
    -Adding New Useable Items
    -Adding New Placeable Items
    -Adding New Craftables
    -Adding New Homes for Crafting Hammer
    -Adding New Items to Recycler and Repair Bench
    -Adding New Spawnable Items for Loot Areas
    -Adding New Loot Areas
    -Adding New Animal Spawn Positions
    -Adding New Player Spawn Positions

    --

    ➤ ROADMAP
    -In-Game Input Manager.
    -Mobile Controller.
    -Clothing System.
    -Skill Tree System. The player will earn skill points by surviving and killing zombies and will be able to improve himself with these skill points.
    -BOSS Zombie for some areas.
    -Vehicles
    -Friendly NPC.
    -Weather Conditions.
    -Headlamp Item.
    -Water Barrels filled with rain.
    -The house will break as time passes. It will need to be repaired.
    -Item infos for Crafting page.
    -Improved Day/Night cycle.
    -Better Menu UI.
    -Save/Load System.
    -Multiplayer.

    Looking forward to your feedback.
     
    Last edited: May 5, 2021 at 11:35 AM
  2. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    507
    are you planning to add multiplayer?
     
  3. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
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    Yes indeed, after adding new features.
     
  4. johny256

    johny256

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    Mar 3, 2015
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    Save Load?
     
  5. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
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    No, this feature does not exist. You can use your own save / load system.
     
  6. johny256

    johny256

    Joined:
    Mar 3, 2015
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    Please add Save/Load
    add Main menu and Ingame menu

    I plan to future update?
     
  7. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
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    Added to my To Do list.
     
  8. SpaceWurm

    SpaceWurm

    Joined:
    Oct 14, 2013
    Posts:
    4
    I'm getting an error when trying to download the demo.
     
  9. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
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    It is working for me. Try a different browser?
     
  10. SpaceWurm

    SpaceWurm

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    Oct 14, 2013
    Posts:
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    Tried Firefox, Chrome and Edge.
     

    Attached Files:

  11. Meka_Games

    Meka_Games

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    Try this one. Click the download button.
     
  12. SpaceWurm

    SpaceWurm

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    Oct 14, 2013
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    When I click the download button it takes me to the screenshot I sent you.
     
  13. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
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    So weird. I will sent you a different link. Check your pm.
     
  14. SpaceWurm

    SpaceWurm

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    Oct 14, 2013
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    I know right. I contacted the GoFile site and they don't even know what's going on. Thanks, I look forward to testing this. :)
     
  15. johny256

    johny256

    Joined:
    Mar 3, 2015
    Posts:
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    Assets\PlayMaker Custom Actions\AdvancedControllerSettings.cs(9,47): error CS0246: The type or namespace name 'FsmStateAction' could not be found (are you missing a using directive or an assembly reference?)

    999+ errors
     
  16. Meka_Games

    Meka_Games

    Joined:
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    Which version are you using?
    Have you installed the latest version of Playmaker?
     
  17. Butter_Bean

    Butter_Bean

    Joined:
    Nov 17, 2020
    Posts:
    2
    Any idea on how this might function in a VR environment? Hoping to buy it if doable
     
  18. johny256

    johny256

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    Mar 3, 2015
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    fixed! :)
     
    Meka_Games likes this.
  19. johny256

    johny256

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    Suport save load? and Easy save system or asetstore?
     
  20. Meka_Games

    Meka_Games

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    I have no VR experience. No idea.

    No Save / Load feature. However, it can be done with a different asset.
     
  21. leightontutt

    leightontutt

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    Aug 29, 2019
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    meka games will there be a third person view aswell
     
  22. Meka_Games

    Meka_Games

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    Yes! I'll add this feature with the multiplayer support.
     
  23. leightontutt

    leightontutt

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    will mulitiplayer be separate or will it come with this package and do u knew an estimate time mulitiplayer will come out
     
    Last edited: Dec 30, 2020
  24. Meka_Games

    Meka_Games

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    I will add new features before the multiplayer mode. Multiplayer will be added in version 2.0
     
  25. leightontutt

    leightontutt

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    thx
     
  26. johny256

    johny256

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    Add Main Menu and Ingame menu and Save Load to version?
     
  27. leightontutt

    leightontutt

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    Aug 29, 2019
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    hay meka games im making a zombie/survival/parkour/pvp/pve game and ive got everything done but i don't knew what to do the story mode on i got one idea and that how it started but i have no more ideas can u help and people u see this
     
  28. GerhardB

    GerhardB

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    Mar 13, 2014
    Posts:
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    Hi, so far I'm impressed with this asset, but I'm having a red error. It happens every time I open the crafting panel and mouse-over the tab icons. As soon as the mouse cursor moves off the icon the game crashes with the following error:

    ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0)
    UnityEngine.EventSystems.EventTrigger.Execute (UnityEngine.EventSystems.EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2020.2.1f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:218)
    UnityEngine.EventSystems.EventTrigger.OnPointerExit (UnityEngine.EventSystems.PointerEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2020.2.1f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:233)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerExitHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2020.2.1f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:29)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/Program Files/Unity/Hub/Editor/2020.2.1f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:262)
    UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Hub/Editor/2020.2.1f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:385)


    I'm using Unity 2020.2.1f1 Personal and the most recent download of Playmaker as of 1/5.2021. I have a feeling there's a simple solution to it, but I haven't found it yet. Thanks so much.
     
  29. Meka_Games

    Meka_Games

    Joined:
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    Hello,
    This happens because of UI ON POINTER EXIT EVENT. It does not crash the game but it may cause an error. Will be fixed in the next update.

    Open "Player" Prefab
    Go to the TAB BUTTON's "Window" FSM
    Right click to the "Pointer Exit" and Delete Transition
    Right click to the "Idle" State and Add Global Transition > UI Events > UI POINTER EXIT

    OLD:
    1.png
    NEW:
    2.png

    You can do this to all objects that give this error.
     
  30. GerhardB

    GerhardB

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    Mar 13, 2014
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    Awesome! I'll try it as soon as I get the chance. Thanks!
     
  31. Bonzotaz1

    Bonzotaz1

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    Apr 12, 2014
    Posts:
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    Is there an update for mobile controls coming? Or could you make a tutorial about adding them?
     
  32. Meka_Games

    Meka_Games

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    Mar 3, 2016
    Posts:
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    I will definitely add the mobile version. But I don't know when. I have other assets I still need to update.
     
  33. GerhardB

    GerhardB

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    Mar 13, 2014
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    Tried this out and it worked perfectly.
     
  34. GerhardB

    GerhardB

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    Mar 13, 2014
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    The one thing I'd like to see is some documentation or videos on how to add recipes, add tools, add weapons, etc. It's made well enough that I think I can figure it out, but some videos or documentation would be super helpful. Still, I'm really enjoying this asset!
     
  35. Meka_Games

    Meka_Games

    Joined:
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    Instruction videos are coming soon! I'm updating my other asset now.
     
  36. leightontutt

    leightontutt

    Joined:
    Aug 29, 2019
    Posts:
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    CAN U MAKE A VIDEO ADDING YOUR FPS PARKOUR PACKAGE TO THIS PACKAGE
     
  37. Meka_Games

    Meka_Games

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    It's not possible. They are all different assets and can not be mixed.
     
  38. leightontutt

    leightontutt

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    Aug 29, 2019
    Posts:
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    oh thx because i was making a survival zombie game and i was trying to put this assent in there i got the wall run to work but that's it so far
     
    Last edited: Jan 9, 2021
  39. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    249
    Question, so many nice features.
    Can they be disabled, because i use other assets for some things..

    Example..

    ✔️Day/Night Cycle System - I use GAIA to control my cycles and weather
    ✔️Advanced Enemy AI - For AI i usually use Emerald-AI
    ✔️Advanced Animal AI - For wildlife i usually use Crux

    So i wonder is it relative easy to disable these?
     
  40. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
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    Yes, Just delete the Day/Night Cycle game object.
    You can add a different AI, but you need to integrate it with the system in the game.
     
    Vaupell likes this.
  41. KriMar

    KriMar

    Joined:
    Dec 21, 2012
    Posts:
    3
    I followed all the steps, but getting some errors.
    error.png

    Unity: 2020.2.0f1
    Playmaker: 1.9.1.f7

    Grts
     
  42. Meka_Games

    Meka_Games

    Joined:
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    I've tried the same versions and it works. This is the last version of Playmaker for me: 1.9.0.p21
    How did you get this version 1.9.1.f7?

    testing.png
     
    Last edited: Jan 19, 2021
  43. KriMar

    KriMar

    Joined:
    Dec 21, 2012
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    Its from the Package Manager
     

    Attached Files:

  44. Meka_Games

    Meka_Games

    Joined:
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    I think this is due to Version 1.9.1.f7 adding some custom actions from the ecosystem. I will answer the solution as soon as possible.




     
  45. Meka_Games

    Meka_Games

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    Mar 3, 2016
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    If you change the "Class" names of these scripts, the Error messages will disappear.

    Playmaker Custom Actions > ParticleSystemPlay

    Just add "2" at the end.

    2.png


    Playmaker Custom Actions > Sprite > SetSprite

    Just add "2" at the end again.

    1.png

    I will update the package soon and you won't need to do that.
     
    Last edited: Jan 21, 2021
    KriMar likes this.
  46. Mazxz

    Mazxz

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    Jan 30, 2016
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    10
    IS it multiplayer ?
     
  47. Bonzotaz1

    Bonzotaz1

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    Apr 12, 2014
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    Not at the moment no, but trust me it is probably one of the best assets on the asset store.
     
  48. Idialot

    Idialot

    Joined:
    Dec 8, 2013
    Posts:
    16
    Greetings, Most problems have been solved, and things seem to be running ok in the demo. But there are a few reoccurring errors that are a concern. Don't like errors as they may cause problems. Awesome asset by the way. Have not used Playmaker in a few years but sure it will come back to me...

    Error that is constant : Doesn't seem to cause problems, but an Error not a warning.

    Assertion failed on expression: 'go.IsActive()'
    UnityEngine.GameObject:Find(String)
    HutongGames.PlayMaker.Actions.FindGameObject:Find() (at Assets/net.fabrejean/PlayMaker/Actions/GameObject/FindGameObject.cs:61)
    HutongGames.PlayMaker.Actions.FindGameObject:OnEnter() (at Assets/net.fabrejean/PlayMaker/Actions/GameObject/FindGameObject.cs:32)
    HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:222)
    HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:192)
    HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3065)
    HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3004)
    HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2937)
    HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2161)
    HutongGames.PlayMaker.Fsm:processEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2453)
    HutongGames.PlayMaker.Fsm:SendDisableEvent() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2354)
    HutongGames.PlayMaker.Fsm:Stop() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2366)
    HutongGames.PlayMaker.Fsm:OnDisable() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2339)
    PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:681)
    UnityEngine.GameObject:SetActive(Boolean)
    HutongGames.PlayMaker.Actions.ActivateGameObject:DoActivateGameObject() (at Assets/net.fabrejean/PlayMaker/Actions/GameObject/ActivateGameObject.cs:107)
    HutongGames.PlayMaker.Actions.ActivateGameObject:OnEnter() (at Assets/net.fabrejean/PlayMaker/Actions/GameObject/ActivateGameObject.cs:43)
    HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:222)
    HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:192)
    HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3065)
    HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3004)
    HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2937)
    HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2161)
    HutongGames.PlayMaker.Fsm:processEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2453)
    HutongGames.PlayMaker.Fsm:BroadcastEvent(FsmEvent, Boolean) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2784)
    HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2654)
    HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, String) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2583)
    HutongGames.PlayMaker.Actions.SendEventByName:OnEnter() (at Assets/net.fabrejean/PlayMaker/Actions/StateMachine/SendEventByName.cs:37)
    HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:222)
    HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:192)
    HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3065)
    HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3004)
    HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2937)
    HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2161)
    PlayMakerFSM:Start() (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:591)

    #2 Enemies once dead do not disappear and return to the pool. Spawning continues until max spawn is reached. Dead remain in the scene. New scene I created with prefabs added.

    #3 "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
    UnityEngine.AI.NavMeshAgent:SetDestination(Vector3) This error only happens once on start as there is an active nav mesh, initial movement may be triggering before nav mesh is available. ??
     
    Last edited: Feb 2, 2021
  49. Idialot

    Idialot

    Joined:
    Dec 8, 2013
    Posts:
    16
    Greetings again,
    I have made the changes in the FSM to correct the out of range error as mention above when using the crafting page it seems to work intermittently. Hovering over the "CRAFTING" button is the cause, but can't seem to find that in the fsms. Re-learning Playmaker.
     
  50. Meka_Games

    Meka_Games

    Joined:
    Mar 3, 2016
    Posts:
    119
    Which unity version are you using? Do these errors occur from the demo scene?

    Do the same for the "Crafting" button. The "UI EVENT" must be in an FSM on the "Crafting" button.
     
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