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[RELEASED] Feel : make your game feel good

Discussion in 'Assets and Asset Store' started by reuno, May 10, 2021.

  1. reuno

    reuno

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    I'm happy to announce the release of FEEL on the Asset Store.



    Feel is a major upgrade on MMFeedbacks, my game feel focused tool. It expands on it, makes it better, and comes with tons of demos showing how to use it. It has completely changed the way I work in Unity and think about game feel, and I hope it'll do the same for you!

    Here's a link to the asset : https://assetstore.unity.com/packages/tools/particles-effects/feel-183370
     
    Last edited: May 10, 2021
    JauntyBearGames and firstuser like this.
  2. neapolitanstudios

    neapolitanstudios

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    @reuno I'm a big fan of Feel (I'm surprised I'm the first one commenting on this thread). A quick question: Is there an ETA on Feel compatibility with Infinite Runner Engine?
     
  3. reuno

    reuno

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  4. neapolitanstudios

    neapolitanstudios

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    @reuno it seems that Feel now works with Infinite Runner Engine?

    I'm having an issue when I import Feel to my project (Built-in RP, version 2020.3.15f1) I'm getting the following error:
    Assets\InfiniteRunnerEngine\ThirdParty\MoreMountains\MMTools\ToolsForCinemachine\MMCinemachineZone\MMCinemachineZone2D.cs(63,61): error CS1061: 'GameObject' does not contain a definition for 'MMGetComponentAroundOrAdd' and no accessible extension method 'MMGetComponentAroundOrAdd' accepting a first argument of type 'GameObject' could be found (are you missing a using directive or an assembly reference?)

    When I comment out that line of code, everything seems to run fine (Although I'm sure it's breaking some functionality somewhere). Any ideas what could be happening here?
     
  5. reuno

    reuno

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  6. ina

    ina

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    This is an amazing asset! Thank you for making it :)

    I'm wondering why the Microphone code is commented out in MMAudioAnalyzer?
     
  7. reuno

    reuno

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    @ina > Excellent question!
    It's absolutely fine code, but it was triggering Unity to automatically add microphone permissions when people were building on Android, which in turn lead to a lot of support questions. If you need it, uncomment it and it should work just fine :)
     
  8. momomo6

    momomo6

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    Hello,
    In the reusable MMSoundManager, It have to set the distance parameter from Max first, otherwise it won't be reflected if the Min value is less than the old Max value.
    If this happens with old MaxDistance is 0, "Logarithmic RollOff" case will not sound.

    I'm waiting for URP sample more ;)
     
  9. reuno

    reuno

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    @maximilianahead > I'm not sure what you mean by "case will not sound", but yes, your MaxDistance has to be more than your MinDistance. That's the Audiosource API though, not FEEL.
    As for "URP sample more", the asset already includes demos of all its URP aspects, but feel free to let me know if you think something's missing.
     
  10. momomo6

    momomo6

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    @reuno Because MMSoundManager.cs#PlaySound sets the MinDistance first.
    I want to say, For example, if the sound is not a 3D sound, the MinDistance, MaxDistance are not set. It mean the next sound options MinDistance is 0 even if you want 3d sound. In the graph that can be seen in the AudioSource component, you can see that when MinDistance is 0 and Logarithmic Rolloff, there is almost no sound.
    In my project I fixed the order so the no sound bug doesn't occur anymore.
     
    reuno likes this.
  11. LevoriGames

    LevoriGames

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    Hello,
    I can’t understand where the beautiful multi-colored markup for this tool has gone, the problem is present
    even if you try an empty project
     

    Attached Files:

  12. reuno

    reuno

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    @LevoriGames > That's very strange! What version of Feel are you on (info is in the readme)?
     
  13. reuno

    reuno

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    This is how it looks in a fresh install of the latest version, 3.8, on 2019.4.40f1 :

    upload_2022-11-15_17-20-42.png
     
  14. LevoriGames

    LevoriGames

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    Sorry, I dug a little deeper, but the problem is somewhere on my side. I missed the point that when creating empty projects, I still use some developments - script templates and the problem is somewhere in compatibility
     
  15. reuno

    reuno

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    @LevoriGames > Alright, that's reassuring, thanks for letting me know!
     
  16. reuno

    reuno

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    @halley > the Sound feedback will use the position of its parent Player. Move the MMF Player, you'll move the location at which the Sound will play. Or you can pass a Vector3 to the PlayFeedbacks method and it'll use that position to play your sound.
     
  17. halley

    halley

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    I am fine with scripting my game but I am trying to see if I can do all the MMFeel stuff without any scripting (as if I had somebody else less technical on my team in charge of juice).

    I dug into the code a bit, and it looks like you never set the spatialBlend parameter on a Cached/OnDemand AudioSource, so everything is full volume no matter the distance. I poked in a maxDistance=5f and spatialBlend=1f and got the effect I expected. I suggest you expose at least a maxDistance and a spatialBlend so that 3D games can use sound in a predictably 3D way.
     
  18. reuno

    reuno

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    @halley > The Sound feedback is minimal by design, but for more control, there's the MMSoundManager Sound feedback, which lets you easily play 3D sounds and set them up to your liking, like this for example : http://feel-docs.moremountains.com/recipes.html#how-to-play-a-3d-sound

    As for doing things without scripting, the first option in my previous message can be done without scripting. Parent your MMF Player to an object, the sound will be played at its location. Is there another way you'd prefer specifying the location of the sound? Parenting seemed the easiest for non-coders so far.
     
  19. halley

    halley

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    Meh, I was not excited to see that I needed a whole Sound Manager for this. Seems like major overkill. I'll just keep my mods to Sound.
     
  20. reuno

    reuno

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    @halley > I'll add some 3D options to the basic sound feedback to the next update, it's no trouble at all!
    The MMSoundManager handles pooling, tracks, and more, so non-coders especially seem to favor it at most studios I know, that's why I suggested it. But you should absolutely pick the option you're most comfortable with.
     
  21. halley

    halley

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    Appreciate your nearly-instantaneous responses here.

    From my point of view, it seems like Feel is meant as a toolset that is often introduced late in a game dev cycle, the "polish" stage if you will. At that point you want to sprinkle on some juice that won't break anything. That's not the right time to be adding or trying to integrate whole new complex systems to an already nearly feature-complete project with all the user-adjustable mixing groups already handled elsewhere.

    Surely, if you start with the mindset that you will lay out certain managers up front, early in development, it looks like it could save a lot of time and offer great options. I get that.
     
    reuno likes this.
  22. reuno

    reuno

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    @halley > You're completely right. Aside from the sound manager, pretty much everything else in Feel can be added as "cherry on top", without breaking anything. It's designed for feedbacks, not core logic. The sound manager is definitely an exception in that regard, but its features weren't really possible without that approach.
    I always recommend to add Feel to the tech stack early on if possible, but I wouldn't recommend changing your entire sound logic late in production.