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[Released] 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)

    30.0%
  3. Cover System and Climb system based on Breath of the wild and Assassins Creed

    36.2%
  4. Online multiplayer (using mirror as first solution and include others later)

    42.2%
  5. VR integration including 1st/3rd person and locked views

    10.3%
  6. Full body awareness (FBA) to see player’s legs, body and arms in first person

    18.4%
  7. More types of controls, similar to Diablo, MOBA & RTS and similar genres

    10.7%
  8. More tools/creator wizards on the asset workflow (tell about them)

    13.5%
  9. Integrations with other assets (tell about them)

    16.5%
  10. More RPG/Scifi elements/mechanics (tell about them)

    12.4%
Multiple votes are allowed.
  1. borkbork

    borkbork

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    Thanks yes, it was remapping WASD that had me stumped. I just modded it in Unity input manager and its doing what I want, thanks!
     
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  2. sr388

    sr388

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    Hi everyone.

    More progress in the switch of characters, I have been already testing to give orders to the companion, like attack an enemy.


    There is also options to configure if the switch of characters changes the camera view to always first person, always third person or keep the same camera view like in the previous character.




    And also, the others characters will take the current player as a target for the head track.

    Regards.
     
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  3. neoshaman

    neoshaman

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    You should start to introduce a new character model for clarity when doing multi character demo, use that punk girl from unity.
     
    sr388 likes this.
  4. sr388

    sr388

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    Yes, you are right. Between being a WIP and working in other elements of the update, I forgot to place a different character to make easier to distinguish them. Will add a new one for the rest of tests (which are just a few to finish).

    The manual character creator option already allows to replace the model of a character just like the main character creator, so with just a click, the level can have two or more different character models in just seconds.

    I am improving the AI now (it is the same for the current humanoid AI and the companion of the player to switch character), with some options to avoid being in the way of the player when he moves and some dynamic obstacle avoidance.

    Regards.
     
  5. sr388

    sr388

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    Hi everyone.

    I have just noticed that GKC appears in the main page of the store (I think that is the first time that happens at least on this new store). I am very happy with this and I wanted to share it with you people, because it wouldn't possible without such great community and passionate users, truly thanks to all of you :D

    Captura.PNG

    Regards.
     
  6. hopeful

    hopeful

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    It's kind of you to mention us, but really it is because of all the hard work you've put in - and continue to put in - on the GKC project. :)
     
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  7. neoshaman

    neoshaman

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    Yeah thanks for doing the hardworks and listening patiently to our random rambling lol :D

    It's been a long Time i Hadn't seen the asset store lol
     
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  8. sr388

    sr388

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    Hi everyone.

    More progress. Working in the character companion switch is allowing me to test more the AI and make improvements on it, like the avoidance of the player and dynamic objects (elements which don't use navmesh obstacle component). There you can see the AI moving out of the way when the player is close enough:




    And here, just the companion following you and getting on/off from vehicles like the regular friendly AI:




    Will make tomorrow a gif of the manual character setting, to change the model of any of these characters in just a couple of clicks.

    Also, will add tomorrow the change of level ingame triggered by event/button/trigger with the auto save/load option.

    Thanks, I love to work on this asset and all these comments and support really fuels up this job ^^.

    Regards.
     
    catchmani likes this.
  9. ahmet28

    ahmet28

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    Hello I am reviewing for 1 week. demos are very nice. but multiplayer please add a demo link to your work, photon 2. good job
     
  10. sr388

    sr388

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    Thanks man, very happy to hear that.

    About the multiplayer, do you mean online? For now, the asset only has local multiplayer (same machine), but multiplayer is planned to be started before the end of the year. As soon as any progress is made on this system, it will be shown here and on discord.

    Regards.
     
  11. ahmet28

    ahmet28

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    yes online
     
    Last edited: Oct 2, 2019
  12. ahmet28

    ahmet28

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    yes online photon 2
     
  13. sr388

    sr388

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    Yes, don't worry, online will be started soon. And if nothing changes, mirror will be the system used for online, but other solutions could be added later as well.

    Regards.
     
    Willbkool_FPCS likes this.
  14. ahmet28

    ahmet28

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    Thank you very much, Man; I'm waiting with patience. Good work.
     
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  15. sr388

    sr388

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    Hi everyone.

    Here a video showing the character switch ingame and the improved character model creator to replace the model of a character in just a couple of clicks:



    Also, I have improved the character creator, setting automatically the upper body rotation system value of the chest for vector up (used for aim properly in third person). This setting needed manual adjustment before, but now it is configured automatically when a new character is created.

    So as you can see in the video, the new character can work properly out of the box without any extra setting (and no other setting for aiming, like previously).

    Regards.
     
  16. neoshaman

    neoshaman

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    Flawless, I miss the punk girl though lol :p
     
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  17. Wetw0rx

    Wetw0rx

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    Hey bud. I still cant figure out how to get UI buttons working while the player is in the aircraft cockpit. I've tried everything it seems. After adding the unlock cursor, secondary button, and stop secondary button inputs/events in the aircraft controller then playing with the layers and collider triggers, nothing works so far.
    Besides my own UI buttons, I also tried to copy/paste the car interface to see and nothing.
    The cursor unlocks and appears on screen but clicking does nothing.
    My star citizen style ship cockpit hasn't worked since the last update. Great work btw I love the companion thing 10/10.
     
    sr388 likes this.
  18. neoshaman

    neoshaman

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    I was wondering if you were aware of that?
     
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  19. sr388

    sr388

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    Haha, thanks man. And yeah, can't wait to introduce the new punk girl model to the asset and get rid of Ethan once and for all xd.

    That is strange. Did you upload the project to github so I can take a better look at it? The last time I checked, the project wasn't uploaded there. I will send you a PM to check it out.

    Thanks also for the comment of the update.

    Not yet, with the last conferences of unity, I have a ton of videos to see. Want to take some time to see them properly, there is always something new to see or learn.

    Regards.
     
  20. sr388

    sr388

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    Hi everyone.

    I have been improving the close combat system with a more general system (not only made thinking in punches and kicks), but any kind of attack type and allowing to configure any amount of combos, with options for animation parameters, attack duration, delays for next attack, events to trigger on each attack, etc...




    There, the events on the third punch (end of combo) triggers the shake of the camera and the push of objects which touch the combat trigger on player's hands, including activate the ragdoll state of humanoids characters.


    You can configure attack types (which are the attacks inside a combo) and each attack, in this case, it is configured for the previous punches and kicks.

    Regards.
     
  21. lolaswift

    lolaswift

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    wow, it's getting better and better each day. Great job! keep it up!
     
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  22. neoshaman

    neoshaman

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    Early implementation I know, but the lack of stun and knockback is jarring to look at lol. Did you watch the resources I shared?
     
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  23. sr388

    sr388

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    Thanks @lolaswift. Very glad to hear that.

    Haha, yeah, I remember that. The above improvements are WIP, so you can expect to be improved and add more options, including the actions you say, don't worry ;)

    It is just that I want to avoid to increase the time of this update and have it ready asap. I am working as fast as possible for this and keep the maximum of 1-2 months per update. And it is very close to be ready ^^

    Regards.
     
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  24. sr388

    sr388

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    Hi everyone.

    I have improved the prefabs manager system, which allows to see and select prefabs to instantiate directly into the scene easily from a list instead of searching for them in the different projects folder, here you can see a video of how the system works:



    It allows to also make searches, so you can write an object's name or a category name to filter the content that you are searching and also, here some videos of the improved movement on slopes.










    Regards.
     
  25. drcfrx

    drcfrx

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    @sr388 When are you going to move all your Classes in your own Namespace? It's asked since 2016, and should have been done from the start. It's impossible to use your asset with others since there is so many classes with common names. At least you could use some kind of prefixes in your classes names. Sorry but that's very amateurish :/
     
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  26. ron-bohn

    ron-bohn

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    It was my understanding that this is supposed to be a standalone system to include everything you need for a game. The whole reason I like this asset is because you don't need to integrate it with other assets...it has everything I need and more!
     
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  27. neoshaman

    neoshaman

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    Yeah but no, even with that in mind, it's not best practice period. Even if it's a jack of all trade, sometimes you need a specialist.
     
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  28. sr388

    sr388

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    Hi @drcfrx.

    Yes, the namespace is something pending since a lot of time and I really hate that hasn't been added yet. I promise you that the namespace will be added in the upcoming update. I am going to add them right now.

    Sorry this has taken so long.

    Yes, but even with that, namespace is something that avoids any possible issue with similar names, which maybe never happens or maybe will.

    Exactly, there are specific elements that could be needed at some point.

    Regards.
     
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  29. 3DWizerd

    3DWizerd

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    I've integrated a ton of stuff and never had any namespace issues
     
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  30. Wetw0rx

    Wetw0rx

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    rough waters ahead guys... It seems Nvidia has removed the trigger to trigger detection from the latest PhysX release. This is a MAJOR set back for a lot of us so I thought I would warn my GKC bros.
    Basically as of 2019.2 any trigger to trigger collisions will NOT call OnTriggerEnter/ Exit anymore... :eek:
    There are some proposed workarounds but generally this is going to require a huge rewrite of my project and anyone else hoping to upgrade their project in the future.
    Unity says they're working on a transparent fix but its been months since this came up and still nothing. There should be some news on this in the coming days so stay tuned.
    In the meantime, I'm dusting off my Unreal Engine skills and considering leaving Unity behind. Let me know if you guys have any input on this but as it stands, Unity is too shifty and unpredictable for any large projects :(
    3 years in and I may have to throw it all out and start over FML
     
    Last edited: Oct 8, 2019
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  31. hopeful

    hopeful

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    Probably Unity will indeed issue a transparent fix. However, I only do the LTS updates anymore. Chasing each release gets to be impractical, for reasons like the one you've noted.
     
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  32. sr388

    sr388

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    Mmm, very strange. Like @hopeful said, I think even if this is changed, unity will keep some internal solution to avoid this kind of change that could break or slow down a lot of projects development. LTS are also a good solution.

    I am sure unity will tell some news about this eventually.

    Regards.
     
  33. neoshaman

    neoshaman

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    There is already a DOTS physics in the making
     
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  34. Wetw0rx

    Wetw0rx

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    yea, I rolled back to 2019.1.7f for now and all is fine. It's just a bit unsettling to know my game may not be update capable if need be and I was really looking forward to making terrain holes, enjoying the new editor look and was excited about the physX update til now lol.
    Apparently, Nvidia thinks its a sloppy way to make games so they just took it out and Unity is left looking for a way to make it work like before, be backwards compatible and still be performant. Other methods are pretty slow at the moment and no where near as convenient and although elite programmers may say its "hacky" it always worked without issues for me and many others.
    I'll stick to my stable build for now but I hope there is a solution for this before 2019.3 release...
     
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  35. sr388

    sr388

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    Hi everyone.

    I have been making more adjustments, minor improvement, polish and tests for the new update. The new version is very (very) close to be complete.

    In the meantime, here you can see the player getting experience from killing enemies while driving. The system checks if the cause of the death (in this case the player) is driving or not.




    And here a view in first person:




    I am curious to see more about that system.

    Yeah, lets see how things go in the next days and if unity comes up with a solution for physics.

    Regards.
     
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  36. neoshaman

    neoshaman

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    Just in case I share this video to look at asap


    It seems basic until the tech conclusion that's like a punchline
     
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  37. hopeful

    hopeful

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    To clarify, as maybe I was too brief, these things are kind of regular occurrences in Unity, which is part of the reason why the LTS exists in the first place. Developers often can't publish with so many things broken or unresolved, as tends to happen with the point releases. Unity tries to get the engine to a very reliable state each year now with the LTS.
     
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  38. sr388

    sr388

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    Really interesting, have a ton of videos to see from the new stuff shown haha.

    Yeah, a lot of people go directly into last versions of unity and that is good to try stuff and similar, but for projects, it is better to stick with LTS versions for a while before take the jump to newer versions.

    Regards.
     
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  39. sr388

    sr388

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    Hi everyone.

    I have added a small component to turn on and off the player navmesh system and set a position to move, so it can be used at any time, for cutscene purposes or anything else, and it can be used through events or using the buttons on the inspector, for example for debug and tests as well:




    And the regular control on the player can be resumed at any time too in the same way.

    Also, the AI is already able to move on stairs and slopes properly (previously, the values for this wasn't adjusted properly on the AI) and it uses the same components as the player, so they move as good as him on these surfaces.

    Regards.
     
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  40. Wetw0rx

    Wetw0rx

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    Of course it's most prudent to stick to the LTS version but I'm a bleeding edge, tester kind of guy and I always back up any important parts of my very modular project.
    Being a solo dev, for me, means I have the freedom to experiment as much as I want. My current solo project is ambitious and alot of the features being introduced to Unity are attractive to me. Whatever version of unity my project ends up releasing on will be the most stable but there's a big shift coming in the way Unity games will be coded and structured in the future and if we don't keep an eye on it, we may find that all the things we love most about Unity's usability will change. Not all bad but triggers on triggers is huge. Also, it looks like this isn't a bug as much as a fundamental change in coding philosophy to ECS. As such, flexible projects such as mine may benefit from adopting it early.
    At any rate, I've decided I'm too far into the development cycle to dilly dally so LTS it is.
    I suggest we all get familiar with ECS and the new render pipelines for any future projects though.
    I think, I wasn't very clear actually. My OP on the subject was more of a warning to my fellow GKC soldiers out here working on in depth solutions to their project's problems. I always try a back up of my project in the newest version of Unity for testing and it's benefitted me immensely. Bringing a familiar project into a new environment always gets my idea machine cranked up so to speak. When I expressed concern about starting over, it was with thoughts of future compatibility not loss of progress as project breaking changes from one release to the next are indeed a regular occurrence. Not just Unity but Quixel, Substance Painter, Blender and every other program I use are in a constant state of change...
    Good talk, my dudes. Now what are we gonna do about this trigger to trigger thing LMFAO, jk :D
     
    Last edited: Oct 10, 2019
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  41. ron-bohn

    ron-bohn

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    That sounds like a wise decision. As a rule, I always avoid upgrading mid project. Considering you are 3 years in, that would be even more reason to stick to LTS so I hope you don't second guess yourself on that ;)
     
  42. sr388

    sr388

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    Hi everyone.

    I have added the level manager ingame to change of scene while playing, using events/buttons/triggers, allowing to configure which scene to load and set the position where the player is spawned and of course, this system automatically makes a save of the game and makes an auto load on the scene to appear, here you can see an example of the typical gate to move to other level, showing that the current inventory is saved as well (and with it, the rest of info of the player, stats, skills, level, experience, missions info, etc...).



    As you can see in the video, that wall would represent the limit or the end of the level and the entrance to the next level/scene and the player can go back and forward. You can see how the trigger of the level to change from scene is placed on each side, as each one are separated scenes, one the entrance and one the exit.

    In this image is the level 0 with a reference to the level 1:

    10.PNG

    And in this image the vice versa, with level 1 with a reference to the level 0:

    11.PNG

    Like that, you can link levels between each other, and even add multiple connections from one level to the rest. This one was the last important element to add to the update, now only a 2 or 3 new scenes are needed to show the new elements added in this update, something that will take little time.

    Regards.
     
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  43. Wetw0rx

    Wetw0rx

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    This is monumental, man.
    Does the scene changer feature an onLoad event we can use?
     
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  44. lolaswift

    lolaswift

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  45. sr388

    sr388

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    Glad to hear that @Wetw0rx. About the event, do you mean some event option when there is an auto load of save state or just a load at any moment?

    Hi @lolaswift.

    Yes, you can change the animations at any moment, in the animator controller of the character, in the animator window, the layers are placed and organized to be easy to replace animations, just like you would do in any character or animator of unity.

    In the next update it will be added a system to add easily new actions to the player which requires animations (this system was already started for things like the climb ledge system and it will be extended and improved to add the full climb system, swim, trigger specific animations in specific places and more).

    Also, the animator parameters management will be separated from the current controller into a separated script, allowing to make it more independent, allowing to make it easier to extend and customize, to assign and use other animator controllers, including generic models like animals, robots, monster, etc... with no humanoid skeleton. This last element will be made during 3.0 updates series.

    Regards.
     
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  46. Wetw0rx

    Wetw0rx

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    No, I mean like the moment the scene loads an event is called. So we can add functions to it like change weather or spawn ai, etc.
     
  47. sr388

    sr388

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    Oh, I see. Yeah, I can add that option as well if it is needed.

    Regards.
     
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  48. sr388

    sr388

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    Hi everyone.

    I have seen today that Game Kit Controller has been featured in an official video of Unity, where Sykoo shows assets which can be used for mobile development. Here you can see it (this asset appears at 2:27):



    This makes me really happy, so thanks people, without this great community, GKC wouldn't be the same ^^.

    Regards.
     
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  49. Wetw0rx

    Wetw0rx

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    Congratulations on the much deserved notoriety! GKC is a gem and I'm glad more ppl are finally noticing
     
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  50. 3DWizerd

    3DWizerd

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    Cool, Congrats man..
     
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