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70% OFF Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.75

Discussion in 'Assets and Asset Store' started by sr388, Sep 1, 2015.

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What features/systems do you prefer to arrive sooner for next updates on GKC?

  1. AI behaviors options, able to drive vehicles and fire turret weapons

    25.7%
  2. Armor/cloth system: stats, damage resistances, etc… & character aspect customization (fallout)

    29.8%
  3. Cover System and Climb system based on Breath of the wild and Assassins Creed

    36.3%
  4. Online multiplayer (using mirror as first solution and include others later)

    42.3%
  5. VR integration including 1st/3rd person and locked views

    10.2%
  6. Full body awareness (FBA) to see player’s legs, body and arms in first person

    18.8%
  7. More types of controls, similar to Diablo, MOBA & RTS and similar genres

    10.8%
  8. More tools/creator wizards on the asset workflow (tell about them)

    13.2%
  9. Integrations with other assets (tell about them)

    16.2%
  10. More RPG/Scifi elements/mechanics (tell about them)

    12.3%
Multiple votes are allowed.
  1. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Game Kit Controller
    Available in the Asset Store

    CoverImage_1950x1300.png

    Current Version 3.75
    (March 17, 2024)

    GKC is the most complete engine solution with 1st/3rd Person Controller & unique mechanics, RPG systems, Gravity and Sci-Fi features!

    New Update 3.77 (Changelog):

    -Vehicles adapted to 2.5D view

    -Improved AI detection and attack behavior & Pooling

    -New Rogue Like demo scene!

    -More MetroidVania than ever: traversal, weapons & movenents adapted to 2.5D


    GKC is a powerful engine which allows to create most type of games easily. Including a 3rd/1st person controller, including full body awareness, to cover almost any genre: shooter, adventure, action, puzzles, fixed camera horror/thriller, story telling, fast or slow paced type, 2.5d, top down, point & click, isometric, ...

    Save thousand of hours in development and focus on making your game. Designed with mechanics in mind and to be highly customizable or/and extended with your own code.

    It is the perfect foundation for your game and a great learning tool. Filled with ready to use mechanics. GKC contains amazing features not found on other packages. There are tons of possibilities. Enable/disable anything you need.

    Set up a player or IA in a couple of seconds.

    Very customizable effects and options: camera states, configuration and transitions, powers, weapons, touch controls, headbob, custom input keys, footsteps, vehicles and much more.


    FEATURES:

    • Character Controller: A physics-based & root motion controller, with features to make the player more dynamic and feel alive, with advanced use of IK for feet, legs, upper body, hands and head track. Include many settings, as number of jumps, look in camera direction, ragdoll transition, drive vehicles, use weapons/powers, foot steps, ground adherence for slopes and stairs with mesh colliders and tank controls, crouch sliding, wall running, dash, climb ladders, lean, paraglider and wind zones ...

    • Action system: configure easily new custom actions based on animations triggered by places of the level, specific situations, input, like sit on a chair, pick objects from the ground, open doors, press button, vault, slide, 360º direction roll/evade, walk on a cliff, etc... Available on the AI too.

    • Camera System: Multiple camera views and states, including first and third person with collision detection, and any type of locked camera view, like fixed camera, top down, isometric, point & click, 2.5d, cutscenes, etc...Start the game in any view. The current view can make transitions to any other state, shakes, headbob and other feedback. It has also a powerful lock-on and aim assist.

    • Abilities: The player can perform a large number of actions, like circumnavigate spheres & irregular surfaces, adhere to any surface, fire powers from his hands, customize new power behaviors, close combat system with combos, fly freely, use a possession system to control any object on the level, grab and carry objects on camera or in his hands, cloak/stealth system, shield, spell casting, throw objects, use grappling hook, etc... and combine it with the action system to use animations with it, with 30+ abilities examples!

    • Advanced Gravity Manipulation: Up is down and left is right. GKC player has a very powerful gravity system which allows to walk on any surface, circumnavigate objects, adhere to any place. Different gravity zones can be configured on the same level, affecting to objects and vehicles as well and the gravity direction in these zones can change in real time, including zero gravity mode. Vehicles has the same gravity manipulation, drive anywhere!

    • Character Creator: Create new characters with your own model in a matter of two clicks, including players and NPC/AI for friends and enemies.

    • Custom Input System: unified keyboard, touch & gamepad input, using events to trigger any action and configure as much input keys as you need. Controls are ready to use on mobile and it allows to manage multiple gamepads for local multiplayer. Input can be rebind ingame and save/load it.

    • Mobile Ready: all the controls, actions and features works in mobile. Touch controls can be enabled in editor and desktop at any moment.

    • Advanced Weapon System: Extensible and customizable weapon system based on physics and IK, including new behaviors, allows to configure from regular weapons such a revolver or shotgun, to advanced tools, like a flashlight or an smartphone.

    Attachments can be configured ingame. Includes a decal manager for any type of surface for scorch, sounds and particles. Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius, ...

    Now with Dual Wield weapons are now available, setting every weapon for every hand in real time. And animation management for weapons in 1st person, compatible with any weapon pack on the store.


    • Inventory Management: Add and configure new inventory objects in a few clicks, including weapons, ammo, consumables, quest items and pickups. Each object can have weight and the inventory can have a weight limit. Inventory is managed through any type of category. These objects can be also examined in the inventory menu and inventory size can be increased ingame with bags. Crates and chest can instantiate these objects anywhere. Inventory banks included. New Hotbar added!

    • Extensible Vehicle System: Car, motorbike, hovercraft, aircraft, hoverboard, ... based on physics, with advanced damage detection, weapons, IK for driver and passengers limbs and body, throw passengers on high collisions and camera states. New vehicle Wizard Creator added.

    • Powerful Map System included, to configure tiles for every room, floor, building and exterior/cities of your game with an advanced map creator, with views in 2d/3d and compass. Use a mini map window with different icons for every type of object.

    • Friend and enemy AI: including health bars, unarmed, weapons and combat type, advanced waypoint system for patrols, give orders to friendly AI, like enter on vehicles, factions to configure relations between NPCs and the player, hide from AI on places like grass or under a table. Also, now Zombies included! Includes AI pet companion to call, ride and give orders. AI can take turns to attack like Arkham games, steal or pick weapons from scene!

    • Interact with any device/object in the level, such as text screens, password terminals, computers, security cameras, padlocks, places with text messages for the player, buttons to press, doors, elevators, ziplines, jump platforms, pressure plates, heal/damage zones, teleportation platforms, puzzles, tutorial triggers, one way and waypoint platforms, explosive barrels, etc...

    • RPG elements: XP and level, mission system to configure any type of quest, skills with upgrades, stats, currency, vendor system, stamina, oxygen ... with serialization.

    • Melee Combat System: allowing to perform combos, special attacks, blocks with sword/shields, roll/dodge, perfect blocks, hit reaction system, throw/return weapon, warp ability, activate a slice mode, bow/arrows with effects, lock-on target and much more, including the AI brain for melee as well! Fire projectiles from melee weapons, like magic stuff or rifle/gun swords!


    • Scene Manager to change of scene ingame, connect your scenes and levels through events, triggers and buttons, with auto save/load and fast travel stations.

    • Complete Save/Load System: included in the package, it allows to save/load the game in any moment, save stations and checkpoints, with the most important info, including inventory, weapons, stats, experience, skills, missions, etc... Also auto save/load of info when changing to a different Scenes. Loading screen system with % load included.

    • Powerful Editor: The asset is made with very intuitive and easy to use custom editors, having the perfect workflow to create and configure elements like new inventory objects, weapons, maps, etc... in seconds.

    • Packed with content: Multitude of systems to boost the development: health with advanced damage detection, dialog with decisions and branches, mission to configure any type of quest, local multiplayer with split screen and multiple gamepad management, full map and compass, climb ledge, create cutscenes, examine and interact with objects, Photo Mode to take captures ingame and more. Includes movements like free fall, roll on landing to avoid damage fall, improved jump-air-land transition, wall running, different jump height based on key press time, ..... All code included.

    • Community and Support: Official Discord channel with a growing base of users. Get direct support in real time from the developer and helping people as well, with remote sessions.

    Integrations:
    -Emerald AI
    -Easy Build System
    -UMA 2
    -Edy’s Vehicles
    -Malber’s animals
    -RCC
    -NWH vehicles
    -SCK & MCK
    -Dialogue system
    -Rewired
    -More to arrive


    MORE TO COME
    -New enemies, weapons & powers
    -New vehicles: industrial, construction, planes, space ships, ...
    -Crafting System: recipes, build tools, cook and more
    -Online multiplayer
    -Armor/cloth system
    -Cover System
    -Climb System
    -VR Support
    -And more


    INTEGRATIONS PLANNED: This is the more immediate list of integrations planned for the next months:
    -Cinemachine
    -Horse animator pro
    -Salsa
    -Destroy it
    -ABC ability control toolkit
    -Puppet master
    -Behavior designer
    -Rayfire
    -Quest Machine


    If you have any question or issue, don't hesitate to use the email support, this forum or join discord, which can be found on this page and in the doc.

    GKC is in constant development, Roadmap for 3.0 & 4.0: Roadmap


    Complete list of features/changelog from previous versions



    DISCORD
    Get the best support possible on discord, with a growing community which also helps each other and also, you can chat directly with the developer of GKC in real time, for doubts, issues or questions.

    Join the discord channel


    F.A.Q.

    DOCUMENTATION

    ONLINE DOC ON GITBOOK

    This document is currently in process. For now, this is the lastest version of this file, which will include tutorials for every system in the asset. Every week, this file will be updated until is totally complete.

    New Documentation 3.7 covering first steps and basic setup. Added September 10, 2023 (new content will arrive soon).


    PRICE

    The price of the asset in the Asset Store is 55$


    DEMOS

    Version 3.75 Current Version (added March 17, 2024)
    PC demo 1
    PC demo 2
    PC demo Local Multiplayer

    Android demo

    ANIMATIONS PACKAGE DIRECT GOOGLE DRIVE LINK

    Remember to close/open unity project once the package is imported into the project.

    ANIMATIONS PACKAGE FILE

    TRAILER




    SHOWCASE VIDEO (games developed using GKC)



    PREVIOUS TRAILER



    TUTORIAL VIDEOS (New videos every week)



    FEATURE PREVIEW VIDEOS




    CAPTURES AND GIFS:




































    ROADMAP FOR 3.0 FOR THE REST OF 2023

    Update 3.8 (already in process)

    • Online multiplayer, flexible to use most common online solutions
    • Selection for single player, coop or online multiplayer menus ingame
    • Customization of the character at the beginning of the game, like in dark souls, fallout, cyberpunk, etc... allowing to set info related to stats, abilities and other values according to the class selected (warrior, wizard, archer, etc...)
    • VR integration
    • Inventory tetris grid managemenet inspired in resident evil 4
    • Main tutorial video for guide, quick start and first steps into any kind of project, including to show character templates for player and AI
    • AI boss examples and resident evil nemesis/mr X AI type examples

    Update 3.9

    • Cover system
    • Ability to swap between characters in the game, similar to GTA V
    • More deep combo and special attacks activated by different key combinations,...
    • Ability to move on ledges to left and right while grabbing them
    • Separation of the whole HUD and UI elements of the player prefab, being two separated objects, to make them easier to manage
    • Build system to make structures and interaction objects on scene, like many crafting games
    • Tutorial videos to cover different genres with GKC (and more)

    FULL ROADMAP START OF 4.0 FOR 2024 AND BEYOND

    First update 4.0
    • Farming/Harvesting mechanics
    • Survival elements, hungry, thirty, body temperature, and other stats, like poison
    • More wizards for the creation and customization of stuff
    • More parkour and dynamic movement from platformer genres, like mario 64, odyssey, grab
    • from ceilings like in crash bandicoot, ....
    • AI extended and improved behaviors, reacting to object on scenes, take random decisions,
    • crowd AI type for cities/large spaces
    • Moving inside ships and any other type of vehicle/object through physics forces, like outer wilds/star citizen (maybe on 3.9)

    Next updates of 4.0

    • More types of controls, similar to Diablo, MOBA & RTS and similar genres
    • More integrations with other assets (suggest any you consider interesting or useful
    • New enemy types, weapons & powers
    • Boss system
    • New vehicles, like regular, industrial, construction, planes, spatial ships, etc...
    • Cargo system on vehicles
    • Online multiplayer
    • Integrations with ABC combat system, MS vehicles, Honor AI, Quest Machine, Climbing System, Behavior AI, Horse Pro Anim Set and more
    • AI able to drive & walk in any surface
    • More control types based on games like Diablo and RTS genres
    • Vehicle race system
    • Cover System
    • Ability to swap between characters in the game, similar to GTA V or agents of mayhem
    • Vehicles with automatic weapons, to detect and fire at targets
    • Audio and text files to find in the level, which will be stored in a system, saving/loading those files already found, similar to dead space, resident evil games, etc...
    • More deep combo and special attacks activated by different key combinations
    • New elements for the dialog system: changes of cameras, time limit to give answers, 3d bubbles on the level to show dialog lines, images on the screen for each character talking, etc….
    • AI able to give pickups to the player
    • More improvements to all the systems
    • Option to increase spread amount for automatic weapons, with a minimum, a maximum and the increase speed
    • Option when weapons are picked, check the bullets, if the weapon is already picked, take its bullets
    • Option to set if a weapon is already picked, change between weapons, to set different stats
    • More weapons/tools, more behaviors to projectiles, more powers, more abilities and mechanics related to physics and games like infamous, control and dishonored
    • Weapons that overheat, can have charged shoots, secondary shoots and can received damage, break and be repaired
    • More hack mechanics similar to watch dogs 2
    • Full UI navigation with gamepad
    • And more...

    GKC is continuously being improved, including documentation in progress.
     
    Last edited: Mar 17, 2024 at 10:03 PM
    eaque, andreiagmu, Havok_ZA and 4 others like this.
  2. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    GIFS:

    Gravity system:










    Top down mode:










    Isometric view:




    Vehicles:










    In this video, I show you a level of the game which I made with a very old version of this controller (the game is made by me). Hope you like it.
     
    Last edited: Jan 6, 2019
  3. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Others:














    Possession/Override system, to control other characters, vehicles, objects, etc...



     
    Last edited: Jan 6, 2019
    andreiagmu likes this.
  4. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    ENEMY DAMAGE DIRECTION ICON AND FADING DAMAGE SCREEN
    18.PNG

    IMPROVED TOUCH CONTROLS
    22.PNG

    DIFFERENTS POWERS: GRENADES, BLACK HOLES, JOINT, GRAB AND SLOWN DOWN OBJECTS AND ENEMIES AND SHOOT ENERGY
    32.png

    NEW CLOSE COMBAT SYSTEM WITH KICK AND PUNCH COMBOS
    33.png

    EVERY TURRET HAS 3 DIFFERENTS WEAPONS: LASER, MACHINE GUN AND CANNON
    31.png
     
    Last edited: Oct 10, 2015
    andreiagmu likes this.
  5. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi again. I just want to update the state of the update, finally is 100 % completed. Sorry for the hugh delay, it took me more time due to I was always adding more features, and also fixing some issues.

    I have added also a couple of new features: now the camera can move away from the player, to elevated it above the character, so now the camera has a bigger angle to see around the player.

    The other feature is an editor that set automatically your own 3d model inside the player controller, just by dropping the model inside it and pressing a button in the inspector window, setting all the objects needed inside his bones (quick and easy).

    The only remaining work to do is finish the documentation, and revise a couple of things in the code. So finally this week the update will be upload and pendig of review by the asset team.
    Finally I add new captures of the demo (with the move away mode on), so you can see how a mario galaxy style game would look like.

    50.PNG
    51.PNG
    52.PNG
    53.PNG
     
    andreiagmu likes this.
  6. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, I have updated the thread with the video of version 2.0 and new demos, with the third person controller with mecanim, and the first person controller without mecanim.

    Also, the asset has been uploaded for review, so if everything goes right, in a few days the version 2.0 will be avaliable.
     
  7. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, good news everyone.
    The version 2.0 has been accepted and it is now avaliable in the asset store, so check it out.

    In a couple of days, I will upload a video tutorial, about how to set your own model in the player. It is quick and easy.
     
    Last edited: Oct 31, 2015
  8. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi,the video tutorial is upload (added in the main post), any doubt or issue, feel free to ask.
     
    tgamorris76 and ikemen_blueD like this.
  9. wheelbarrow

    wheelbarrow

    Joined:
    Sep 12, 2011
    Posts:
    177
    I have just bought your asset, and am most impressed with how much is in it. I followed your tutorial on changing the character model, and it works fine, but I got this error while falling through the ceiling:

    Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5.
    If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "estructure/turrets/turret/Cylinder", Mesh asset path "" Mesh name "Cylinder"

    I also found it a pain that the mouse cursor does not become visible when the menu comes up (esc) in the editor, meaning I have to minimise Unity and maximise it again to see the cursor so I can stop the scene from playing. I'm using Unity 5.2.2f1 personal edition.
    Having said all that, I have to reiterate how impressed I am with your asset, and how well it all works, and just how much shear content is in it for the price. Thanks :)
     
  10. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi wheelbarrow. First of all, thank you for purcharse my asset.

    I used unity 4.6.4f1 to develop version 2.0, and unity 5.0.0f4 to test the asset and check that everything works fine. Then I uploaded both versions to the asset store, so everyone could choose the version that need it.

    Some days ago, I downloaded the same version of unity (5.2.f1), I tried the asset, and I have realised that the mouse cursor is locked, no matter if the menu or the touch controls are enabled. But don't worry, I will check the problem and fix it.

    As for the other issue about the mesh collider, I haven't had that error yet, but I will check it also, and try to solve it. I think that for the next update, I will focus in unity 5.

    Finally, I really appreciate your comment. This asset started as a personal project to develop a game, but I hadn't much time to work in it, so I decided to take the whole mechanics and share it. But I have tons of ideas and a complete history to use this asset, so I hope that one day, I could make the game (I want to work as a game developer).

    I just want to make a solid game system at an affordable price for anyone. Also, I am already working in the next update, and I would like to know if you had any suggestion, about any feature that you want to see in it.
     
    Fincye and markfrancombe like this.
  11. wheelbarrow

    wheelbarrow

    Joined:
    Sep 12, 2011
    Posts:
    177
    I initially bought the asset to use in Unity 4.6, and I had no problems there, but then the model I wanted to use with the asset was listed as Unity 5 only, so I also imported it to that to see if it still worked ok, which it does (except for my above comments).
    I'm hoping to bring the player model from 5 to 4.6, which I still prefer using, so please don't stop compatibility with Unity 4.6, if possible ;) As for any features I would like to see, your list further up this thread re the next update pretty much covers anything I could think of, but if anything comes to mind, rest assured I will let you know.

    I do have a question regarding the footsteps: I've tried several models with the asset (it is so easy to change them around :) ), and in each case the footsteps either don't work, or the sound is very hit and miss (in your demo scene) - I have tried lowering the colliders in the feet closer to the ground, but it doesn't seem to have any effect, so what would you suggest? Thanks for your prompt reply, and a terrific and original asset :D
     
  12. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    I have some new features to add to that list, now I am working in an early AI partner, who can help the player and allow him to switch between both characters (like in resident evil revelations 2), and the tricky part will be follow the player when he is in walls, and other surfaces (maybe this partner will need the navigation system of Unity 5, but in that case, unity 4 will still its version).

    In the footsteps problem, which is the version of unity where you have that issue? Do you have problems with the footsteps in the default character or once you change the model? I have just tried the asset downloaded from the asset store in a new empty project, in unity 5.2.2f1, and tried with ethan and the model of the tutorial (https://www.assetstore.unity3d.com/en/#!/content/12980), and both models work well with the footsteps.
    What models have you used? If it is in the asset store, send me the link, and I will try it, and help you to fix this problem. And thanks for your reply.
     
  13. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Ok, I have downloaded a couple of models from the asset store, and just one have had problems with the footsteps, because the scale of the model was 100, instead of 1, so I have scaled the triggers in every foot to 1, and reduce the radius of the sphere collider to an appropriate value, and then everything works fine.

    Check the scale of the model, inside of every gameObject in its bones. In any case, tell me if this fixes your problem or not.

    Edit: I have tried another model in unity 5.2.2f1 and this also have that problem, and the scale is 1. I will check more carefully this issue.
     
    Last edited: Nov 7, 2015
  14. wheelbarrow

    wheelbarrow

    Joined:
    Sep 12, 2011
    Posts:
    177
    Hi, and thanks again for your quick replies. I'm back in Unity 4.6 to try another model, and again everything works fine, but I noticed that the footsteps worked as normal initially, then when I added a ragdoll to the model, they stopped completely. I have no idea whether this is related or not, I just wanted to let you know.

    The model I'm using at the moment in 4.6 has a scale of 1, but the model is smaller than the ethan model(?), and like I said, the footsteps worked perfectly until I added the ragdoll, so I'm not sure the scale is relevant.
    I have the problem in both versions of Unity, and only with my own models, not your ethan demo model.
    Cheers.
     
  15. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, no problem, mate.
    You are right, after adding the ragdoll the sphere collider trigger in the footsteps are removed, and it is due for the ragdoll itself. I didn't notice this issue before. There are two solutions to this problem:
    • After build the player, search in the hierachy two gameObjects called footstep, and disable them in the inspector. Create the ragdoll, and enable them again.
    • After build the player and create the ragdoll, search the footstep, add a sphere collider, set to trigger, and adjust the radius.
    Sorry for this problem, I am adding these issues to the todo list of the asset ;). I also want to make the ragdoll by code, to make the player more simple to create.
    I think that the problem with the footsteps are related to the skeleton of the model (but I am not sure yet), and the scale it doesn't matter. Normally, it can be fixed by moving every footstep in the heel of the foot. To avoid this, I think that I will remake the footstep system in the next update, to work properly with any model.
     
    Last edited: Nov 8, 2015
  16. wheelbarrow

    wheelbarrow

    Joined:
    Sep 12, 2011
    Posts:
    177
    No worries, I will try adding the sphere colliders to the footstep transforms. Another question: I imported my prefab model into another scene, and again everything works fine with the scene colliders etc, but now my bullets no longer hit where the crosshairs are, both arms shoot low and to the left of them, as in the screenshot:
    Marine_shooting.jpg

    My prefab was taken straight out of your demo scene, where it hit the crosshairs, and put into this test scene, so I don't know why the aiming is off. Any ideas why this changed, and should I adjust the shoot zone transform, or is there another reason for this. Sorry for all the questions :p
    Cheers.
     
  17. sr388

    sr388

    Joined:
    Jul 22, 2014
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    2,884
    At first sight, I think that the player shoots correctly, but the hud (the canvas system) is displaced. The prefab (called GTC_Prefrab) position with the player and the hud inside is 0,0,0? It has to be in that position, or the canvas is displaced, like it happens to you now.

    Set the position of GTC_Prefrab to 0, 0, 0, or take the gameObject hudAndMenus outside of the prefab. Tell me if this fix your problem.
     
  18. christougher

    christougher

    Joined:
    Mar 6, 2015
    Posts:
    558
    Hi, looking over your asset and I'm impressed, (particularly for the price!) will likely pick it up real quick. Had a couple of quick questions. I prefer to use mecanim with root motion to move my models around. Is this compatible with your system? Also how easy would it be to apply running on all surfaces to non-humanoid models (creepy crawlies w/ four legs and such)?
     
  19. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi chris, thanks for your message and sorry for the late reply, I've been all day at the university. Like I said before, I want to make this asset affordable to anyone.

    Yes, it is compatible. The root motion currently is handled by script and it can be configured easily. You mean how the character with mecanim moves, right? it works by applying velocity to its rigidbody according to the animator.

    About running on all surfaces, do you mean non-humanoid models which use mecanim or legacy? There is already a controller in the asset which doesn't use mecanim (first person controller, in the main post you can try this demo), and can be easily adapted to work with a non-humanoid model, just by adding its animation behaviour. In the same way, a mecanim non-humanoid model can also easily created, just need to modifiy its animator properly.

    In fact I want to add enemies of that type, like the robotic spider of angry bots asset as an example of how to use the gravity system in a non-humanoid model. Actually, this feature could be used to make the player control any enemy in a similar way to dishonored, another feature to add, haha.

    Feel free to ask any more doubt about the asset.
     
    Last edited: Nov 9, 2015
  20. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, I have recieved an email that asked about how hard would be to use this asset with UFPS. Since I have not (yet) that asset, I want to ask to everyone who bought the gravity twist controller, have you used it with UFPS? is it easy to combine both?

    This question made me think about the possibility of create a fully compatible version of the gravity controller with UFPS. And I would like to know what you think about it? would you find it useful or interesting?
     
  21. markfrancombe

    markfrancombe

    Joined:
    May 26, 2009
    Posts:
    155
    Last post Jul 22 2014? Is this asset still supported?
    Id like to pick it up, I don't need the gravity thing just yet (but I do have another game idea that would use it) But I need a simple but robust 3rd person controller, which supports hand to hand fighting, and maybe climbing, (preferably on tagged invisible colliders so I can just enclose a ladder or tree with a box and it will transition to upward movement and climbing animation.

    More specifically I need to add in Photon Multiplayer.. but I don't think thats a problem.

    Im having trouble finding a simple and cheap solution for GOOD 3rd person, without andy additional scripting, is it possible to just switch off features I dont need?

    Mark
     
  22. markfrancombe

    markfrancombe

    Joined:
    May 26, 2009
    Posts:
    155
    Hmm... I went and downloaded this. Im afraid it wasn't what I was expecting. I had hoped that, as a character controller asset, I would be able to configure this for my own use, which would be to disable almost everything!
    I am making an extremely simple game (apart from it being multiplayer) and all i need as explained above was a a good 3rd person controller with fighting... (climbing was a "would be nice)

    The demo showed promise, as although I didnt need ANY INTERFACE, thats right no GUI, (ok, maybe one health bar) I enjoyed a few features, the switch from 3rd person to 1st person was seamless and professional, and the character manoeuvred well, AND I like variable footsteps, (Although I must say, re-triggering the same footstep sound continuously is not too good sounding, picking randomly from a pool would be better)

    However, upon opening the asset, I cant even find the character prefab, only the GTC_Prefab, that has ALOT of stuff attached. I really was hoping that there would be some controls for enabling or disabling features.

    No one will be making THIS EXACT game so it seems quite a deal to rip it out of this project and insert it in your own.

    Dont get me wrong, I can see that alot of work has gone into this, and its feature rich, but its too much for me...
    Is there a simple way to get what Im after, or is there a way to get a refund, I know its not expensive, but I cant afford to buy an asset, open it and realise in about 20 minutes that I cant use it...

    But PLEASE, if there is a way for me to use it, explain, I still need a solution!
     
  23. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi markfrancombe, yes, this asset is still supported, and that date you said is when I joined to the web, not the last post, since the asset was created this year.

    I am sorry for the problems that this had caused to you. The possibility or disable different parts of the controller is something about I don't think until some days ago. The current project allows to disable all the powers of the player and also, other scripts can be removed.

    This is due, like you said, to the version 2.0 and the amount of features that I added. But you are right, a good option (or a needed option) is the possibility to use the controller without the features that users don't need, so I will add this option as a fix in the next update.

    Due to I have not almost free time right now, the last update of the asset was a month ago, but in christmas, I will keep working in the next update, but before that, I will upload a new version with a couple of fix, and also the option to disable any part of the controller.

    So right now, you can wait to that update which will be upload this month, or you can tell me what features you need from the asset, and help you to remove all the other stuff from the asset.

    And of course, you can get a refund.
     
  24. markfrancombe

    markfrancombe

    Joined:
    May 26, 2009
    Posts:
    155
    Hey sr388!

    Thanks for the response!
    Well I'll hang on with that refund, I still need a good solution for a 3rd person controller so maybe this CAN be tweaked.
    I did manage to get my character into your game, AND added the punching and kicking animations (I got the Taiko pack you suggested and added them).

    Although many of your features intrigue me, what I NEED right now is:

    1. 3rd person controller with close up fighting animations.
    2. 3rd person camera (zoom super zoom in to 1st person view... very nice) with mouselook. Id prefer a camera that followed from behind..with some lagging or smoothing... but yours works...
    3. Health system, only need a single LIFE health bar (Id need to design that to fit my game so good commenting here needed) must be damage for long falls, and from punches or kicks from a similarly set up NPC/network player. (plus some method to add damage myself thru scripting or location, for example an invisible configurable collider object with "strength of attack" parameter. So if placed over a pit of spikes, parameter can be 100 (instant death) if its placed in water just when your character "goes under" it could be set to 20, (heath drips away slowly till you a) get out of the water b) die)
    4. Id like health pickups (run over something to regenerate a bit of lost health)
    5. Footsteps on different textures (is this how yours works? Forgot to take a close look at it, or is each surface a separate object with tags? Basically does it respond to textures applied to a terrain (preferably with multiple slots for sounds, script should then randomly pick from a small pool, yours are a bit repetitive)
    What I DONT WANT, is any GUI, no mouse wheel swap of "Powers" or shields or lasers... or ahem... gravity stuff...

    Although I must say, it was the "gravity" in the title that intrigued me, as I struggled with that for another game a while back. AND it might be that in my game I MIGHT want my player to be able to "pick up abilities" along the way, so your Mouse wheel COULD come in handy... For example, picking up a stick enables you to fight with stick... till then only fists, maybe they find a magic book, and a 3rd item on the wheel appears, enabling a magical "ray" (basically your laser)...

    So I wouldn't want to DELETE anything of yours, you never know... where my game is going...

    Anyway... interested to see what you can come up with... with a bit of configuablility this could be a really useful asset...

    Mark

    EDIT: Oh one last thing, If I select GTC_Prefab ( or Prefrab as you have spelt it :) It picks up a whole LOAD of stuff with it, Even System and Huds and Menues. It would be helpful to just have the Player Character (with all needed scripts attached) separated from the system.
    Apart from any other reason, its hard to place in a scene, when the transform point is way off in space somewhere, it needs to have a parent transform smack bang on the player...
    In my game, being multi playe means it gets spawned in so GOD KNOWS where it would end up if I was carrying around all that stuff
    :)
     
    Last edited: Dec 10, 2015
  25. sr388

    sr388

    Joined:
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    Ok, I have read your post, and the options that you suggest are very reasonable, and very useful, so any user can choose what features can be disabled or enabled in a simple way just by setting true or false in the inspector. I am thinking that a good way will be a separated script that allows to set all the features to true or false, being an easy and fast way to configure it, with a couple of editor options.

    Right now I am at class (a master's degree), I will back here in a couple of hours, so I could explain my self better.

    Regards
     
    hopeful likes this.
  26. sr388

    sr388

    Joined:
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    I am back, sorry for the delay.

    The camera currently moves to the position of the player, since he works changing his rigidbody velocity, and with a smooth following sometimes it looks like laggy, so I think that like this works better.

    The option about the health system like fall damage is not added due to the mechanical of the gravity, but is an option that many users can find useful and I will add this features in the fix update. The triggers that you mention can already be used, just check when the player enters the collider and call this code:

    player.GetComponent<health> ().setDamage (damageAmount, direction of the damage, position of the damage, gameObject that cause that damage);

    About health pickups, use triggers to check when the player is close to them, and add a certain amount of life to the healht value of the character. Also, check that the regenerate speed is 0, to avoid the player recover his health over time.

    The footsteps check the layer of the object that every trigger in the feet of the player touchs. But this system seems to work not properly with some models, when the user set his own 3d model, so I will remake the system, with the same functionality. About the pool, yeah I want to add it too, but I didn't find much steps effects, but definitely will add the random step mode.

    About the powers, in the inspector of otherPowers you can select which power is active by setting to 1 (enable) or 0 (disable) in the array Activated Powers, to uses as the way that you said for example.

    Finally, the prefab is done like that due to all the dependencies between the elements in the hud and the scripts of the character. If the interface and the character would two different prefabs, these references will be missing, and every user would have to set every object in the parameters of the scripts that use them.

    But a way to instantiate or respawn a player would be create the prefab, and then set the position of the gameObject Character inside the prefab, which only contains the player and the camera (touch controls and radar also) in the position that you need.

    So, what is it the better way to add this options?
    -Separate script/editor to enable/disable every feature in the asset.
    -A more simple character prefab, without powers,gravity, hud...
    -Both.

    Regards.
     
    Last edited: Dec 10, 2015
  27. markfrancombe

    markfrancombe

    Joined:
    May 26, 2009
    Posts:
    155
    I think the camera works great! As I said before the transition from 3rd to 1st person works well (although Id prefer that on the scro9ll wheel, but I know YOU are using that for weapon swap so... never mind)
    Er.. yeah... but you would have to write these :) If you had 2 Prefabs in in the package, one for damage and one for Life... The damage one you place over spikes and whirling chopping knives.. er... sorry... and the life one over mushrooms. I can't code.. well I use PlayMaker... I might be able to figure it out, but... hint hint
    So... this is not gonna work for terrain then?? where a grass texture can fade into snow or rock? Hmmm... I know thats the way they do it in UFPS... works well... about the not having many step sounds... whats you email.. Ill send you all I have... lots!
    I think the best way would be to have separate parts, a more simple character prefab. One that just "works" for movement and er... living... controller camera and animations. But.. include a slot for the other systems, if they are contained in complete prefabs too, cant you have it that you drag one over to make the connection...
    Within those elements you could use a editor to enable/disable things.
     
  28. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Ok, I will add thoses triggers as prefabs to damage or heal the player.

    I only tested the footstep system in regular objects, not terrains (yet), but due to I want to remake that system, I will test the terrain, and think a proper way to detect diferent textures like grass and similar (I don't know how UFPS does it) About the sounds, I won't tell you not to that haha, my email is

    About the best option, last time I try to separete the parts in prefabs, the references between them was missing. But that way could work, so as soon as I could, I will start to work in these fixes.

    Also, like I have said other times, feel free to sugest other features that you would like to see in future updates.

    Regards.
     
    Last edited: Dec 25, 2015
  29. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, I have updated the main post with the features of the next update, and now I am focusing first in fix the issues that some users told me. As soon as possible, the update will be avaliable.

    Also, I am thinking about make a contest to celebrate Christmas, with a voucher of this asset as give-away and anyone can participate. The contest would consist in tell in this thread what type of game would you do with this asset, in a couple of lines. If you have already the asset, you can also tell how have you used it. The best idea will get the voucher and people will vote every idea.

    This is an example:
    "I would make a game in third person controlling a pilot on ground and a mecha, which can fly and use the gravity control in air and in the space. The game will be in a spatial station, fighting with other mechas and robots, to take control of a planet with valuable resources, fighting also in it."

    The minimum of people to participate is 5. The constest starts right now and will finish in a month (January 23). If this contest is not possible due to the rules of this forum or Unity, please tell me.

    The thread to post your idea is this: http://forum.unity3d.com/threads/contest-win-a-free-voucher-for-gravity-twist-controller.376336/

    Regards and happy Christmas.
     
    Last edited: Dec 27, 2015
  30. sirio21

    sirio21

    Joined:
    Mar 11, 2013
    Posts:
    114
    HI! It work with 2D? Thanks
     
  31. sr388

    sr388

    Joined:
    Jul 22, 2014
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    Hi sirio21, right now it has no 2D mode, but it would easy to modificate, since 2D is easier to deal with. I wanted to add a 2.5D mode camera in an update, but now that you mention, I want to add a full 2D mode too, so anyone can use the mode that need it.

    Regards.
     
  32. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi, I just want to show you an example of this asset in a game, I have updated the main post with a video about one level of the game which I created this controller system. Hope you like it.
     
    hopeful likes this.
  33. TymNetwork

    TymNetwork

    Joined:
    Jan 16, 2014
    Posts:
    84
    Don't be distracted by too many requests to do the work FOR the customer at such a cheap price.
    Your work is exceptional! I started working with Unity back in 2.5 days. Many of us users have
    come a long way. I saw your "hand weapon" and was happy to buy your asset.

    I found the 5.2.3 Unity works, but when turrets explode that "non convex mesh collider with non kinematic rigidbody" error stops the play mode in the program. I downloaded 4.6.4 today to test it out. Then the latest version of Unity.

    When a person asks you to have customized things like "no gui, no powers, make it do this that and the other"
    just tell them to LEARN JAVASCRIPT OR CSHARP - all they have to do is block out or delete parts of the code.

    I can't wait to experiment with this kit! Makes me want to invest in the PRO version and make a bigger 3D team.

    Peace and Merry Christmas.

    Tym
     
    sr388 likes this.
  34. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
    2,884
    Hi again Tym, thank you very much for you comment. I really appreciate feedback like this. It makes me want to work harder in this asset.

    Yes, it seems that the asset has some little issues in Unity 5. I have already fixed the problem with the locked mouse (due to some changes in the code that Unity 5 made), and I am currently working in the version 2.4, which will fix all the issues that people and I noticed, and will bring some new features. I will check that problem with the turrets.

    About the customization, yes, you are right, it is not difficult to delete or disable parts of the asset, and I thought the same. But while I was adding more and more features, I realised that a good option would be to have the option to enable or disable every part that anyone would need, and simplify the mode to use it. But don't worry, this doesn't take me too much time, I will keep working in adding more and more features and options for this asset for a long time.

    Thanks again for your comment and Merry Christmas too.
     
  35. hopeful

    hopeful

    Joined:
    Nov 20, 2013
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    5,674
    I thought that was very imaginative. I especially liked the use of space ... how the lab was so huge, and with so many different areas. :)
     
    sr388 likes this.
  36. sr388

    sr388

    Joined:
    Jul 22, 2014
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    Thank you hopeful, that level was part of my informatics thesis and it was very funny and hard to did it, since I was one team person.

    The level could be a little confused, but with the story, it has more sense, being almost the beginning of the game, where the character gets his powers. The next part of the game would be in an open city (similar to infamous), but in that point of the proyect, I had to finish it to submit it in the college.

    Fortunately, now I am working in another game with some friends.
     
  37. Renokun

    Renokun

    Joined:
    Jun 25, 2013
    Posts:
    4
    Hello! Thanks for making such an interesting looking kit!

    Whether this game idea is feasible or not, I am planning to test it out as I have great fun experimenting. I would use the gravity system to have a sort of zero-g style fps where magnetic boots help give unpredictability to the encounters. Will they be on the ground? On the ceiling? Running at you along the wall? Instead of powers, the players would have weapons that offer the same gravity effects, such as a gravity well grenade or a repulsion explosion. I would love to add some form of construction element, similar to Rust though not so thorough, so players can set up makeshift fortifications. The nice part of the theme is, the gravity boots type gimmick could apply to any environment.

    Cheers!
     
    sr388 likes this.
  38. sr388

    sr388

    Joined:
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    Hi Renokun, that sounds very cool, the construction element adds a good playable element, where every level and fight would be different.
    One doubt, your post is to tell people your idea, to participate in the contest or both? Is to add your participation to it.I think that I should make another thread with this contest, due to maybe it is hard to found for other people.

    Regards.
     
    Last edited: Dec 27, 2015
    Renokun likes this.
  39. sirio21

    sirio21

    Joined:
    Mar 11, 2013
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    114
    It possible circumnavigate a box? thanks.
     
  40. sr388

    sr388

    Joined:
    Jul 22, 2014
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    2,884
    A regular box with 6 faces is not possible right now, the player will fall in his ground direction once he reachs the edge of the cube. However, a smooth box with curves, similar to the square planetoid in the demo of the asset is possible, since the normal is recalculated with a ray.

    A box with smooth edges like this can be circumnavigate.
    Captura.PNG

    Regards.
     
  41. Renokun

    Renokun

    Joined:
    Jun 25, 2013
    Posts:
    4
    Thank you. I could totally see some of the gravity effects being able to destroy structures or cause them to cave. Yes, to participate in the contest. :)
     
  42. sr388

    sr388

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  43. Renokun

    Renokun

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  44. jitrock

    jitrock

    Joined:
    Dec 30, 2015
    Posts:
    5
    This looks like some good work.

    I am a programmer with a regular job that would like to make a game on the side. I am new to game development, and this looks like a good jumping of point. However I would need to make a lot of changes to the hud and the projectiles shot from the hand... Also would need the character to be able to climb ropes, and hang from a ledge moving with hands... Does this come with the source code, so you can make these kinds of modifications, or can this be done without the source code...

    Please let me know. I am very interested in this asset.

    Thanks.
     
    ron-bohn likes this.
  45. sr388

    sr388

    Joined:
    Jul 22, 2014
    Posts:
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    Hi jitrock, thank you for your interest.
    Yes, the asset has the complete source code, to be modified as you want. I hope one day I could improve the asset to be able to add those type of actions just by menus and options.

    Regards.
     
    Renokun likes this.
  46. jitrock

    jitrock

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    Dec 30, 2015
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    Sounds great!

    Just keep up the good work, and don't give up. You will get it there. As people continue to make requests, and suggestions put in your backlog, and get to when you can. You could make this an amazing product. Try to make it as extensible, and configurable as possible while keeping it simple. Lol. The goal we all try to shoot for, but does not come easy.

    Thanks.
     
    sr388 likes this.
  47. sr388

    sr388

    Joined:
    Jul 22, 2014
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    Haha, exactly, right now I am working in a key editor and an editable power list, to set every power in any number key, by grabbing and dropping their icons. Here a couple of captures:
    Sin título2.png
    Sin título.png
    Also, in the new foot steps system it can be defined any type of surfaces and detect different textures in terrains, using a pool of sounds with option to set them in regular or random order.

    I have to update the main post with more features that I have been thinking about.

    Regards
     
    ron-bohn, Renokun and hopeful like this.
  48. jitrock

    jitrock

    Joined:
    Dec 30, 2015
    Posts:
    5
    I just bought this asset today (have not had time to play with it yet), I would really like the new feature for editing input controls. Will the update be free? Either way please let us know when this has been released.

    Keep up the good work!
     
  49. sr388

    sr388

    Joined:
    Jul 22, 2014
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    Firts of all, thank you for your purchase.
    And of course, all the updates that I will made to this asset will be free, don't worry ;)
    Of the current update that I am working, these are already finish:
    • Footsteps system, with regular surface detection and terrain texture detection, with random pool of sounds
    • Editable key controls in game and in editor mode
    • Improved power system, more configurable
    • Editable key numbers powers (drag and drop)
    • Fixed the locked cursor in unity 5
    • Fixed an issue in editing touch buttons positions
    And the list of the other features that I want to include in the current update (maybe some of them could be delayed to next update, according to the time that it will take to achieved them):
    • Full body awareness in first person
    • Scalable touch buttons in game
    • More easy way to use the controller and every feature
    • Use of inverse kinematics (IK) in legs and arms. In arms to simplify the configuration of the aim mode, and to avoid that the arm cross any object
    • Automatic ragdoll creation when you set your own model
    • Improve the camera shaking
    And finally some minor features:
    • Triggers to hurt the player
    • Objects to restore health and power
    • Damage for long falls
    • More sounds effects
    • Elevator in any direction
    • Doors with physics
    • Bulles that bounce to search other enemies
    • Laser that reflect in any surface
    • Power to reduce or increase the gravity in the scene
    And of course, I will take in consideration any other feature that people tell me.

    Regards (and almost) happy new year.

    EDIT: About the realise date, I forgot to say it. I want to upload it in two weeks approximately
     
    Last edited: Dec 31, 2015
    ron-bohn and Renokun like this.
  50. TymNetwork

    TymNetwork

    Joined:
    Jan 16, 2014
    Posts:
    84
    I cannot find this prefab in the scene.. I DO see the solar system spinning when I open the canopy using 'T' key.
    Is this in the update?