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[RELEASED] Horse Animset Pro 3

Discussion in 'Assets and Asset Store' started by Malbers, Dec 22, 2015.

?

Horse Animset Pro 3 Priority Features (* Complexity)

Poll closed Feb 15, 2017.
  1. Combat While Riding (Melee) ***

    13 vote(s)
    50.0%
  2. Combat While Riding (Ranged) ****

    14 vote(s)
    53.8%
  3. Pegasus **

    6 vote(s)
    23.1%
  4. Cart/Carriage/Wagon Pull **

    11 vote(s)
    42.3%
  5. Horse Sounds *

    12 vote(s)
    46.2%
  6. More & Stable Integrations (Realistic FPS Prefab, UFPS, Otti's, Opsiive TCP... etc) **

    16 vote(s)
    61.5%
Multiple votes are allowed.
  1. Malbers

    Malbers

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    Let me then Upload a unity 5.6 version :)
     
    wood333 likes this.
  2. wood333

    wood333

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    Excellent !!!
     
  3. Malbers

    Malbers

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    Done :)
     
    wood333 likes this.
  4. transat

    transat

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    Hadn't noticed you already had a rearing animation. Cool!
     
    hopeful likes this.
  5. rolfy01

    rolfy01

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    Regarding the Invector integration. Using both HAP and Invector latest updates.
    If I play the melee_inventory HAP demo I get the following error when trying to load the inventory.

    rigidbody.velocity assign attempt for 'Horse 3 Invector KeyBoard' is not valid. Input velocity is { NaN, NaN, NaN }.
    UnityEngine.Rigidbody:set_velocity(Vector3)
    MalbersAnimations.Animal:OnAnimatorMove() (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalMovement.cs:782)

    Same for the shooter demo and the set up I followed in the video tutorial when trying to integrate into my game, the inventory flashes on screen for a brief moment and then goes to this error, I would appreciate any help in fixing this...thanks.
     
    Malbers likes this.
  6. Malbers

    Malbers

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    Hi @rolfy01
    ... I was away travelling this last two days :)
    Sorry for the late response... I will look into that today

    BTW which unity are you using?

    Edit:
    I'm trying on Unity 2017.1.3f1 and I'm not having any errors :(
    But since I search for the line of code that is trowing that error I made some conditions to be check first....
    Maybe this can help:
    Add this line of code on the AnimalMovement.cs
    upload_2018-5-18_9-54-19.png
     
    Last edited: May 18, 2018
    rolfy01 likes this.
  7. rolfy01

    rolfy01

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    Hi Malbers thanks for the response:)
    I am using Unity 2017.4.1f1 which is the latest supported version release.

    I first noticed the error while trying to integrate into the game level so checked the demo's in a clean project with only Invector and HAP installed to ensure it wasn't another asset interfering in any way.

    The line of code you suggested has fixed it and things are now working perfectly....many thanks for the excellent support :)
     
    Malbers likes this.
  8. transat

    transat

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    I'm using HAP, Opsive TPC, Rewired and Easy Main Menu. Everything is working great except that when my character hops on the horse the forward direction of the joystick makes the horse go backwards and vice versa. Any clues which asset/component could be causing this? I've tried a few things but no luck yet.
     
    Malbers likes this.
  9. Malbers

    Malbers

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    The Input for the Horse is located on the Malbers Input Script....

    Try enabling Camera Input. to see if that solves your problem
     
    transat likes this.
  10. guavaman

    guavaman

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    It sounds to me like something is inverting your joystick axis. (Did you try with the keyboard?) You have so many systems running together here, you're going to have to figure out which one is causing it. It's easy enough to test what's coming back from Rewired. Look here:
    http://guavaman.com/projects/rewired/docs/Troubleshooting.html#debug-information
     
    transat and Malbers like this.
  11. longroadhwy

    longroadhwy

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    Also some basic information would be helpful also.

    What version of Unity are you using?
    What operating system are you building on?
    What version HAP are you using?
    What version of Opsive TPC are you using?
    What version of Rewired are you using?
    What version of Easy Main Menu are you using?
    What controllers are you using?
     
    Last edited: May 25, 2018
    transat likes this.
  12. transat

    transat

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    I've fixed the issue though I'm not sure how. I think it may have something to do with the fact I had disabled the Unity Input component (as I was using the Rewired Input component instead) but that it was still interfering somehow. Actually removing the component made a positive difference. That was very late last night so I can't remember if it was this issue that was fixed by this or another! A bit hazy!

    For the record I'm living on the edge and using the latest releases of everything: Unity (2018.1.0f2), Mac OS (High Sierra), HAP (3.1.31), Opsive TPC (1.3.9), Rewired (1.1.14.3), EMM (0.5f2). And my controller is a Steel Series Nimbus connected via bluetooth.

    I haven't tested everything yet but all appears to be working now aside from the camera occasionally going haywire when I go to the in game menu and hit resume - the mouse suddenly becomes super sensitive and the view spins. I've just tried to reproducing that glitch to give more details and was unsuccessful though. Fingers crossed!

    PS @Malbers Didn't get around to testing with Camera input enabled on the horse. Still have that disabled.
     
    Malbers likes this.
  13. Malbers

    Malbers

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    Unity 2018 hahahahah you love the adrenaline!!!
     
    transat likes this.
  14. transat

    transat

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    No one warned me! I thought it was stable! Is it a terrible idea? :-/

    Btw, any idea what I might have done to end up with this warning: Unable to transition to Mounted.Idle because the state doesn't exist. Though maybe that's something I should ask @opsive instead of yourself as I think it's a ThirdPersonController thing?
     
  15. Kaen_SG

    Kaen_SG

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    I moved down to 2017.4 LTS coz too much stuff was broken in 2018... *(the assets i bought mainly.. not 2018 being broken)
     
    transat likes this.
  16. transat

    transat

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    Getting closer. No longer have the Mounted.Idle issue. Now have to sort out the following console error if anyone has any ideas...

    "ResetPath" can only be called on an active agent that has been placed on a NavMesh.
    UnityEngine.AI.NavMeshAgent:ResetPath()
    MalbersAnimations.AnimalAIControl:OnAnimationChanged(Int32) (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalAIControl.cs:140)
    MalbersAnimations.MountAI:OnAnimationChanged(Int32) (at Assets/Malbers Animations/Horse AnimSet Pro/Scripts/Horse/MountAI.cs:46)
    UnityEngine.Events.UnityEvent`1:Invoke(Int32)
    MalbersAnimations.Animal:set_LastAnimationTag(Int32) (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalVariables.cs:841)
    MalbersAnimations.Animal:UpdateSettings() (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalMovement.cs:760)
    MalbersAnimations.Animal:Update() (at Assets/Malbers Animations/Common/Scripts/Animal/AnimalMovement.cs:735)
     
  17. anunnaki2016

    anunnaki2016

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    Brother @Malbers photon integration please for ufps please ;(

    Please my friend :)
     
    Malbers likes this.
  18. eaque

    eaque

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    Hi,
    When i see all the style art used in your animals i regret there is less Toon Style (wich i like) Could it be possible for the horse to have it textured that way. A bit like a Anime or Zelda Style! Like you did for one dragon!
    It would fit the animations perfectly and to me it is more used than Low poly!;) i know people love low poly...:p...but
    Thx:)
     
  19. Malbers

    Malbers

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    Is on the list :)

    Also added to the list :) this will be coming to the next big update of HAP
     
    eaque likes this.
  20. eaque

    eaque

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    Thank you!:)
     
  21. Mr_Jigs

    Mr_Jigs

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    I would like to use the waypoints to set a general path for a herd of horses to follow but to allow the user some freedom by steering the herd to the left or right of that path (say using the left and right arrow keys). But not by too much. Giving the user the idea of controlling the herd. The herd would have to pass through a waypoint, or very close to it.

    What would be your recommended approach?

    I was thinking of calling UpdateTargetTransform while an arrow key was being pressed and then "lerping" that back to the original target transform as the RemaingDistance decreases towards 0, this obviously in some relation to the distance between two waypoints.

    Or would it be better to use SetDestination and use that Vector3 point as a kind of stick with carrot in front of horse and then manipulate that point towards the final destination.

    Cheers.
     
  22. transat

    transat

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    @Malbers I think this non-fatal error is happening because I'm using @opsive 's Third Person Controller and the player character has not yet been spawned onto the navmesh by the time these lines get called. The script appears to refer to animal AI though and not the player but as I've set your horse to be the Opsive horse in the TPC DemoManager script, it also gets temporarily removed from the navmesh. As soon as the player is on the terrain, the error no longer appears but it would be great if there was some workaround!
     
    Last edited: Jun 6, 2018
  23. Saad_Khawaja

    Saad_Khawaja

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    Hi,

    I saw a video with a camel - is that under progress or possible with this asset?
     
  24. Malbers

    Malbers

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    Here are the tutorials on how to use HAP with another animals :)
     
    John-G and julianr like this.
  25. eaque

    eaque

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    definitely possible!! Just grab a camel on the store and follow the tuto!!
    enjoy!
    :)
     
  26. Moonthurst

    Moonthurst

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    Message is for @Malbers of course sorry (edited)

    Hi! I just bought the Puppet 3D asset from Puppetman, and was wondering if, at a glance from the description, I could use this instead of importing your asset into 3Dmax to re-target from your asset to an other like you show in a video (cant remember the title)
     
    Last edited: Jun 24, 2018
  27. eaque

    eaque

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    Hi @Malbers ,

    I seem to have a little issue with reins of HorseBig. Are you already aware of that?
    They seemed wrongly positionned but ican't figure out how to move them even changing colliders...?
    :)
    upload_2018-6-23_13-3-42.png
     
  28. magique

    magique

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    For Invector integration, do I need to install all 3 packages? I have Melee/Shooter template.
     
  29. Moonthurst

    Moonthurst

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    Last edited: Jun 24, 2018
    magique likes this.
  30. Moonthurst

    Moonthurst

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    @Malbers
    While were on the subject: Where is part 2 for the Opsive + HAP3 integration tut ?

    Did you forget to do it !! It has been 11 months :)

    Please do it.
     
    Weblox likes this.
  31. julianr

    julianr

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    I believe Malbers is waiting for the Opsive update first. Integration on the current release is way complicated.
     
    Malbers likes this.
  32. Malbers

    Malbers

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    I haven't though of that...
    but theoretically it can be done :) you can use the bones of the horse and use it on another model
     
  33. Malbers

    Malbers

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    as @julianr said ... I'm waiting for the new update for Opsive.. since is more Integration friendly and it should be out very soon. the current version has all the weapons inside the character and they use colliders instead of trigger which made me reach and dead end on the integration...

    That is why I decided to wait for the new release..
     
    Weblox likes this.
  34. Malbers

    Malbers

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    Just use the shooter template which includes all the other packages :)
     
    magique likes this.
  35. eaque

    eaque

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    hi,
    Can you tell me how to adjust the reins on the big horse they have some issue..all messed up..:)
    thanks
     
    Malbers likes this.
  36. Malbers

    Malbers

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    Hi @eaque

    I saw it.... the quick solution is to Optimize DeOptimize the Animator
    upload_2018-6-25_11-35-11.png

    This problems happens when the meshes are changed on the any 3d soft... sometimes the meshes are broken...
    https://twitter.com/MalberShark/status/999004186942627840
     
    eaque and hopeful like this.
  37. Malbers

    Malbers

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    but here's the big horse prefab fix:
     

    Attached Files:

    eaque likes this.
  38. eaque

    eaque

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  39. DevilCult

    DevilCult

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    hello, just bought hap and trying to make it work with invector controller. I followed the riding video and got it to mount the horse but when i move around character just stay in place (camera too). I checked prefab hierarchy everything is there.. disabled the script like generic/headtrack/swimming. The legs go with the horse but body stay there and get elastic like. What could it be?
     
    Malbers likes this.
  40. Malbers

    Malbers

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    I believe.. on the Mount triggers.. the Mount Animation are wrong :) I the parameters are empty or with the "Mount" value..
    it should be like this:
    Right =>Mount Animal Right
    Left =>Mount Animal Left
    Front Left => Mount Animal FrontLeft
    Front Right =>Mount Animal FrontRight
    Back => Mount Animal Back

    upload_2018-6-26_9-7-9.png
     
  41. DevilCult

    DevilCult

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    Checked that its fine.. Must be something to do with hierarchy. I got the shootermelee template v1.2.0 and created the character from a meshe i got somewhere from an asset. here is how it show up in hierarchy

    On the right you can also see the scripts running on the char, (swimming was disabled im just testing stuff right now)

    as you can see on the left the vThirdPersonShooter containing my character is mounted correctly on the horse...
    Maybe its just my unity version? Ill try more deeply today tought might find out whats going on

    EDIT: Oh yeah im getting this error too, it says hapmelee but i dont see that script anywhere as i am using the invector hap link shooter?


    NullReferenceException: Object reference not set to an instance of an object
    Invector.CharacterController.InvectorHAPLink.OnStartMounting () (at Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Basic/InvectorHAPLink.cs:64)
    NullReferenceException: Object reference not set to an instance of an object
    Invector.CharacterController.InvectorHAPLinkMelee.LockOnTarget () (at Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Melee/InvectorHAPLinkMelee.cs:332)
    NullReferenceException: Object reference not set to an instance of an object
    Invector.CharacterController.InvectorHAPLinkMelee.NoStaminaLockCombat () (at Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Melee/InvectorHAPLinkMelee.cs:342)
    NullReferenceException: Object reference not set to an instance of an object
    Invector.CharacterController.InvectorHAPLinkMelee.OnStartDismounting () (at Assets/Malbers Animations/Horse AnimSet Pro/Integration/Invector/Melee/InvectorHAPLinkMelee.cs:140)

    EDIT 2: Fixed the haplinkmelee reference error it was checking for lockcamera target but there was none so i replaced with a if null check.. Still got the exsorcism head tought. I tryed to load he project into a clean one with invector + hap and the integration and im getting the same result... Im gonna try a lower version of unity later
     
    Last edited: Jun 26, 2018
  42. DevilCult

    DevilCult

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    Ok now this is weird, by unchecking the Y constraint on the rigid body of the horse i can actually move around but after walking a while and jumping around i can see the character start doing it again, but it does work for a couple time tought. Not sure where to go from there. When i jump the Y constraint get automatically checked back and the char still continue to walk correctly for a while. Weird. Something is hitching in that code for sure. Oh well ill put it on the side for now and wait a later time to check this up. If anyone come up with an idea please share! ;)

    EDIT: seems like changing any value in the rigid body kinda "reset" the whole thing and make it work somehow... But again after a while like a few minute i can see the character get displaced from the horse a bit. But more stable than first time ;p
     
    Last edited: Jun 27, 2018
  43. Malbers

    Malbers

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    About the Errors I've added some conditions in case some of the scripts are not present on the Character you build from the Character Creator Window
     

    Attached Files:

  44. Malbers

    Malbers

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    I use the constraint on Y position on the Rigid Body on the animals, that is part of the Animal script... if the animal start walking or moving that Constraint gets enabled... that avoids the animal falling down since the colliders on it are on the air.

    About the displacement of the character while on the horse that should not be doing it...

    It could be that the colliders of the character are colliding with the colliders from the horse...
    It could be also that the character have still the inputs enable to move like it was on the floor
     
  45. eaque

    eaque

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    hi,
    i have a small issue when the horse is sleeping, i get close to it, mount it and then the horse goes forward all alone at high speed...Rigidbody and colliders issue...?here is the message:

    upload_2018-7-1_14-42-20.png

    here is the code pointed out by the console

    upload_2018-7-1_14-42-43.png
     
  46. eaque

    eaque

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    is it possible to uncheck sleeping...Like a no sleeping horse! :p
    thanks in advance
     
    Malbers likes this.
  47. desertGhost_

    desertGhost_

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    EDIT: I managed to solve this with the following:
    Code (CSharp):
    1. rider.Montura.Mounted = false;
    2. rider.Montura.ActiveRider = null;
    Original Question:
    What would be the most straightforward way of unlinking or removing (through scripting) the rider from the horse / mount upon the rider's death?

    I am using this with UFPS. I am also trying to integrate third party AI (Tactical Shooter AI) which with HAP3 and would like to remove any agent / the player from the horse / mount upon the player / agent's death.
     
    Last edited: Jul 3, 2018
  48. Malbers

    Malbers

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    I will check into it and I will get back to you :)
     
    Last edited: Jul 3, 2018
  49. Malbers

    Malbers

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    to mount or dismount the horse by code you can use this two public methods

    upload_2018-7-3_17-17-7.png
     
  50. Malbers

    Malbers

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    YES!!!!
    you can simply set
    Go to sleep to 0....
    that way the horse will never go to sleep :)
    upload_2018-7-3_17-18-43.png