Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice
  4. Dismiss Notice

[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

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Hi there!
    Actually I havent made an integration with the new Input... but In the future I want that to be the Default one instead of my little Input system.

    What you can do is to conect directly the output of the Unity Input System to the Animal Controller:
    For example:
    To conect States with Inputs like Jump or Fly:

    You can use several ways:
    Code (CSharp):
    1. MAnimal.State_Activate_by_Input(StateID id, bool InputValue);
    (Fly should be like :)
    Code (CSharp):
    1. MAnimal.State_Activate_by_Input(6, true);

    To activate it Direclty :
    Code (CSharp):
    1. MAnimal.State_Activate(StateID id);
    If you are using Unity Events and want to Enable it by the Inspector you can take a look to the Events Listeners, Which I use it to Enable the States or Modes with the Mobile Buttons:

    upload_2020-1-12_11-7-34.png


    Hum I didn't hear about that one ... I'll take a look in the future..

    Are you refering to the Ready Mountable Prefabs?
    if that is the case here they are:
    upload_2020-1-12_11-12-4.png

    They are inside the Rar file... but you need to have installed first Horse Animset Pro.. before inziping the file.
    Which dragons you need :)

    Besides the Elemental Dragon all the others have the Color Chart Texture :)

    Unka has it on this folder:
    upload_2020-1-12_11-15-1.png
     
    transat likes this.
  2. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    That is actually a great solution :) I'll think my way around to have only one Malbers Input System
     
    transat likes this.
  3. zhn17

    zhn17

    Joined:
    Jul 30, 2019
    Posts:
    52
    Has there been any progress on cloth for 2019/2020? If not, is it possible to have it replaced with Obi Cloth instead?
     
  4. unity_dev3194

    unity_dev3194

    Joined:
    Apr 17, 2017
    Posts:
    74
    The tutorial videos for Invector integration on your YouTube channel are labeled as outdated. Are the written instructions up to date? Any issues I should be aware of it between HAP and Invector? Thanks.
     
    Malbers likes this.
  5. MagiSoftworks

    MagiSoftworks

    Joined:
    Feb 12, 2019
    Posts:
    124
    Hey There- Here are the doc's for the integration but hope the integration video tutorials get updated soon. :)

    https://docs.google.com/document/d/...PO8JzhWAZQC0uCxfs/edit#heading=h.bjxd0q2yi4ua
     
    unity_dev3194 likes this.
  6. bennett_apps

    bennett_apps

    Joined:
    Oct 9, 2018
    Posts:
    41
    Hello,

    I recently purchased Horse Animset Pro, and I love it. There's so much more than I thought, and it all looks top-notch! However, I'm having a rather difficult time understanding the codebase. There are a lot of things I would like to change for my particular project. The biggest thing I'm trying to change right now is that you can only use the weapons while mounted. When you're just walking around, you can't pull out your sword or bow...only while on a horse or other animal. How can I make it that you can use your weapons at any time?

    Thanks so much!
     
  7. unity_dev3194

    unity_dev3194

    Joined:
    Apr 17, 2017
    Posts:
    74
    dsilverthorn likes this.
  8. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    Which integrations are you looking for? The Invector one has been updated and some others. You can check his integrations page for all of the downloads (I'm pretty sure they show the versions) and the integration guide is updated.The guide comes in the integration file when you import but is the same one MagiSoftworks gave you the link for.

    The only odd thing right now is the reins are messed up and need to be disabled in 2019 due to Unity changes for cloth. But I haven't had any trouble with the asset itself. Dev (Malbers) seems to work really hard on getting everything right. When Unity updated or integrated assets upgraded he got on the fixes. The horses and controls work great and I haven't had any issues yet. It was a good purchase and I haven't seen its equal in the store yet.
     
    Last edited: Jan 16, 2020
    Malbers and unity_dev3194 like this.
  9. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    I think you have to do that with your own controller, the weapons use he provides is only for while riding. When not riding you have to set up your controller for weapons use.
     
    Malbers likes this.
  10. unity_dev3194

    unity_dev3194

    Joined:
    Apr 17, 2017
    Posts:
    74
    Thanks for such a detailed response, it's very helpful. I agree, Malbers assets have been top notch.
     
    Malbers and dsilverthorn like this.
  11. bennett_apps

    bennett_apps

    Joined:
    Oct 9, 2018
    Posts:
    41
    Okay, what do you mean by “controller”? As in the entire system? The animator controller? The scripts? Thanks!
     
    dsilverthorn likes this.
  12. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    First person or third person controller is what I mean. The asset is designed to work with your own or purchased controller when not on the horse. For instance, I use Invector.

    I saw a comment somewhere from Malbers stating that weapons when on the ground (not on the horse) has to be controlled by your own controller, or by script, etc.

    That is all I really know about it, my game is exploration, so I am not using any of the weapons...yet. I just wanted to chime in so you know you your question was not missed. :)

    Maybe someone else can tell you more on how they set up their 1st/3rd person controller for using the weapons.:)
     
  13. bennett_apps

    bennett_apps

    Joined:
    Oct 9, 2018
    Posts:
    41
    I see. I'll see what I can do. Thanks for your help!
     
    dsilverthorn likes this.
  14. Tiuri

    Tiuri

    Joined:
    Apr 5, 2019
    Posts:
    6
    Hi,

    first of all thank you very much for this amazing and awesome asset. I just wanted to know, if the ootii integration to the new version is up to date now or are you still working on it? If it is, where can I find it? I don't mean to push you, I just wanted to know it, so don't get me wrong. I know you have a lot to do and it is great that you still update your assets and even do all the integrations for free.

    Thank you again for your hard work and have a nice weekend :)
     
    Malbers likes this.
  15. MagiSoftworks

    MagiSoftworks

    Joined:
    Feb 12, 2019
    Posts:
    124
    Hi Team - Haven't started to research but out of blue I get this error with Invector HAP 4.04 Integration. Anyone get this? This is Invector-Melee- HAP controller- Thanks!
     

    Attached Files:

  16. MagiSoftworks

    MagiSoftworks

    Joined:
    Feb 12, 2019
    Posts:
    124
    Hi Malbers, Definitely something up with updated Unity 2019.2.18F1 - HAP and Invector Integration.
    -New Project (Unity 2019.2.18F1)
    -Simple Plane (no other assets)
    -Latest Invector => vMeleeController
    -Just after Importing HAP (4.0.4) Invector integration => Brick Stoppage Script Error CS1061 - IAim - ForcedTarget => Line 380
     
    Malbers likes this.
  17. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    I'm not getting that one, but I have having a hard time getting the NavMesh agent to work to call the horse. 2019.2.17
     
  18. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    Malbers likes this.
  19. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Hi guys.!!!! apologies for not been here every day... I've been extra busy working on the new Update for the Animal Controller and HAP and some personal business I had this past week... which hopefully it should be over this next Wednesday.

    I think you can safely use the Obi Cloth... (The Unity Cloth configuration on unity 2018 It didn't have any fancy configuration... I just Pinned the vertices of the Root of the Mane, added some colliders to the neck and that was it..
    I don't own Obi Cloth system but it should be simpler to use I think.

    This documentation is Updated..No video tutorials so far until the Invector's System and mine are on a stable version with no major changes... I'll wait until February to make the videos again... until then there's the documentation :)
    https://docs.google.com/document/d/...PO8JzhWAZQC0uCxfs/edit#heading=h.bjxd0q2yi4ua

    Like @dsilverthorn said... HAP is focused on the Riding System... there's a lot of Character Controller out there and they very good. The character controller included in HAP is the 3rdPerson Character controller from the Standard assets ... just to prove that HAP can ve used with other TCPs...
    (Integrations with other TCPs usually have the same general steps... )
    You can read about it here:
    https://docs.google.com/document/d/...PO8JzhWAZQC0uCxfs/edit#heading=h.xlwn99arvoj6

    I've made some integrations Like Invector and the old TCP from Opsive and Ooti.. {Which I need to update urgently I know :( }
    But I've been working hard on polishing the Animal Controller this past 2 weeks, which is used by HAP too..

    Luckily I've finished last Friday and I'm working now on Updating all my assets... So I can jump back again in the Integration Train.
    What @dsilver said ... Thanks mate!!
     
  20. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Ootii's integration is outdated yeah ...
    I'm finishing updating all my assets with the new Animal Controller 1.1 with the new Brain
    and I'll be back on the Integration Train again... starting with Ootii, and then Opsive UCC which is harder .... and I'm scared hahaha..
     
  21. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Try Change ForceTarget for AimTarget instead... I think I change that name :oops:
     
  22. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
  23. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    HAP 4.05 is out :)
    Mostly it have changes on the Animal Controller and some tweeks on the Riding system

    Log:
    - Added: AI Brain (Based on the Plugable AI Tanks Tutorials by Unity)****
    - Added: Aligner Script
    - Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes.
    - Added: Animal Center Parameter (Position bewteen both Hip and Chest Pivots)
    - Fixed Bug: The Immune property on the Stat was not working properly
    - Added: IWayPoint Interface new methods (TargetArrive and WPTransform)
    - Added: Required Field Attribute
    - Fixed: Attack Trigger collider component where not set to Trigger on Enabled.
    - Fixed: Bug. Modes sometimes stayed Active after the mode was disabled.
    - Removed: Height Parameter (is no longer Needed)
    - Fixed: On the Stats: Degenerate it was not Degenerating on Enable.
    - Added: Aligner Attack Modifier (It does the same as the Attack Aligner Mode Modifier).
    - Removed Align Section from the Zones and Replaced it with the new aligner Component
    - Zones are now Prefab Variants
    - Fixed: Jump Basic Parameters and Activate method.
    - Added: AITarget Script and IAITarget Interface
    - Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes
    - Fixed: Modes sometimes got stuck.
    - Fixed: Attack triggers with big areas did not attack twice if the target animal never exited the Attack trigger
    - Fixed: Undo on Blend Shape component
    - Fixed: Undo on Material Changer component
    - Fixed: Undo on Active Meshes component
    - Added: Jump Basic has now multiple Jumps
    - Added: AI Movement "Climb UP" on off mesh links (Check Raccoon)
    - Fixed: On Scaled Animals the Falling Gravity was failing.
     
    dsilverthorn likes this.
  24. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    UFPS 2 is integrated?
     
  25. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Opsive's Integrations are scheduled after I update Ootii's integration this week
     
    gearedgeek likes this.
  26. zhn17

    zhn17

    Joined:
    Jul 30, 2019
    Posts:
    52
    Is there any way to instantly mount on the horse even if you're (for say) 300 meters away from it?
    As 'start mounted' doesn't work out when you are spawning a horse after the player. Any code for this would be appreciated
     
  27. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    Did the dragons get their brains done
     
  28. MagiSoftworks

    MagiSoftworks

    Joined:
    Feb 12, 2019
    Posts:
    124
    Thanks Malbers! That did the trick. :)
     
  29. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    You can call the Method MRider.Start_Mounted(); any time you want

    and the Rider will automatically jump into the horse... (if you have a Mount stored.. and Start mounted is active )
     
  30. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    I'm still updating the 5 dragons which they are requiring more love than the animals :)
     
    SickaGamer likes this.
  31. SickaGamer

    SickaGamer

    Joined:
    Jan 15, 2018
    Posts:
    1,260
    Dont forget to integrate Invector to damage and kill the dragons !
     
  32. redoxoder

    redoxoder

    Joined:
    May 11, 2013
    Posts:
    74
    hi test with GkC , with the doc general integration , works
    the player climb on horse but , after camera shake (camera problem) someone have tested ?
    thanks
     
  33. bennett_apps

    bennett_apps

    Joined:
    Oct 9, 2018
    Posts:
    41
    Hi all,
    I took your advice and downloaded the free version of Invector. I was able to sort of get it running (except that the camera completely freezes when you start riding), but I'm not clear on how to add in the weapons (sword and bow). Is it even possible to do this with the free Invector? Can anyone help with this? Thanks
     
  34. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    I did the same thing and found out that the free version is a little tricky to integrate. I couldn't get it to work right.
    So I jumped in and purchased the full basic controller and that did the trick. It does work well and the integrations do work with the horse.

    However, to get weapons working you will need to go higher with Invector, I only have the basic so someone else would have to help you with that.
    You would melee version for swords and such and shooter version for guns. But they do have a lot of extra features that comes with upgrading. See the chart on store page.

    Tip: You can also buy direct from Invector's website;), which is sometimes cheaper. I found that out after I purchased from the Unity Store.:eek:

    The website's forums have some good free add-ons and the people are very helpful too.
     
    bennett_apps likes this.
  35. ptmarks

    ptmarks

    Joined:
    May 27, 2019
    Posts:
    20
    Hi, Maybe someone can point me in the right direction. This probably is a basic question, I'm new to the package, but I haven't been able to sort this out. I’m having trouble incorporating the First Person Controller with the HAP system. When I run the HAP FPS Demo, I expect that if I turn the horse, the player would turn with the horse and always face in the direction of the motion of the horse unless of course I look around. However, the way it plays, the player does not turn with the horse. Instead, if I turn the horse, I have to use the mouse to turn the view of the player as well. In VR, I physically have to turn around to realign with the direction the horse is facing.

    Does anyone know what I am missing? Typically I would use a character camera constraint on the player to align the camera with the forward facing player, however with the player on the horse, I’m not sure what I need to do since the player does not seem to turn with the horse.

    Many thanks!
     
    Malbers and dsilverthorn like this.
  36. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    I'm new to it too and have the same issue. I hope someone has then answer.
    I would like to limit the field of view (turning) when on the horse, or have it correct to forward after looking left or right.
    I'm not in VR and it does the same, I haven't found out if there something to check on or off for that.
     
    Malbers likes this.
  37. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Try Activating this option on the Horse Animal Script: Camera Input:
    image.png

    That way the Horse will Follow the Camera Forward Direction and It will auto Align to it :)
     
    dsilverthorn likes this.
  38. ptmarks

    ptmarks

    Joined:
    May 27, 2019
    Posts:
    20

    Malbers, Thanks so much for your fast response. Activating 'Camera Input' on the horse did work as described, so the horse follows the direction I am looking in the scene. Unfortunately that in itself creates issues in that I can't look around without turning the horse, so that doesn't work, at least not for my situation.

    What I'm noticing is that the FPC character is not anchored to the horse, and so is always facing in the same forward direction no matter what direction the horse is facing. I tested with the 3rd-person rider, made the camera the child of the rider, and when I'm riding, both the rider and camera stay with the direction of the horse. The camera is pretty bouncy, but it works as I would expect. In this scenario, I can't look around, but at least the camera and Rider follow the direction of the horse.

    Is there a place in the script where you anchor Rider that we can use to anchor Rider FPC? Ideally, "Forward" for the Rider FPC will align with "Forward" with the horse, but I would also be able to look around (using the mouse or headset in VR) while the horse and rider bodies are still moving in the correct direction.

    Thanks again! Your creations are fantastic. Nothing like being up close and personal in VR with one of your dragons!
     
    Malbers likes this.
  39. micuccio

    micuccio

    Joined:
    Jan 26, 2014
    Posts:
    141
    Hi, Sorry for maybe the dumb question:
    I am trying to use your amazing asset with Opsive TPC 1, but I get an error related to Rider3rdPerson.
    I cannot find the script in the package.
    Am I missing something?

    thanks in advance for your help,

    Dom
     
  40. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    @ptmarks use a Cinemachine rig. They have lots of good options for orienting and recentering.
     
    ptmarks likes this.
  41. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    Cool. Thanks!
    I remember using that when I first started playing with it. Thanks for the reminder.
     
    Malbers likes this.
  42. ptmarks

    ptmarks

    Joined:
    May 27, 2019
    Posts:
    20

    Thanks! I’ll take a look and see what I can figure out.
     
    Malbers likes this.
  43. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    Humm... Noted:)

    I've created a small snipped of code to solve this:

    I'll upload it tonight so you can have it tomorrow :)

    You'll get this option (Follow Rotation) on the Rifer FPC: Which it will do exaclty as you want
    upload_2020-1-26_11-3-49.png
    Hi Dom... The Integration with Opsive TCP1 is obsolete... it only works with HAP 3.8 or lower..
     
    ptmarks likes this.
  44. ptmarks

    ptmarks

    Joined:
    May 27, 2019
    Posts:
    20

    Awesome! Thanks! I've been flying around on your dragon in Virtual Reality over the past couple of days. Totally awesome.
     
  45. gnl-weirdness

    gnl-weirdness

    Joined:
    Mar 14, 2013
    Posts:
    7
    I am having some issues importing the LWRP package from the integration folder on google drive. Anyone else have any issues, or have any advice on how to specifically do this?

    I am mainly trying to get the low poly (not the minecraft) horse to work with LWRP

    *edit, I have gone through the proper methods for upgrading to URP and that only seemed to work for the high poly.
     
    Last edited: Jan 26, 2020
    Malbers likes this.
  46. Malbers

    Malbers

    Joined:
    Aug 7, 2015
    Posts:
    2,558
    You're Right... the LWRPL Shaders does not work on the Universal RP
    Here are the version for UPL:
    https://drive.google.com/open?id=1-dBD0l7X_bPb_FxyUXAFxcatCNj3rXWG
     
    dsilverthorn likes this.
  47. gnl-weirdness

    gnl-weirdness

    Joined:
    Mar 14, 2013
    Posts:
    7
    dsilverthorn and Malbers like this.
  48. ptmarks

    ptmarks

    Joined:
    May 27, 2019
    Posts:
    20
    Malbers, 4.06 works perfectly! Thanks so much for that add! I can ride forward and look around without changing the course of the horse. Same with Irval the dragon. Really awesome! The only thing I need to figure out now is how to climb or dive on the dragon, now that I'm not using "follow the camera" for direction while flying. I assume I just need to map a control to UpDown, but still trying to figure that part out.

    Thanks again! This is perfect!
     
  49. dsilverthorn

    dsilverthorn

    Joined:
    May 14, 2017
    Posts:
    831
    @Malbers
    Thanks for supporting your assets!
    What you do, is how it should be done.;)
    It is what we all expect, but don't see often enough.
    Keep up the great work. :)

    Now for questions:
    • I just got around to loading your new Brain update for HAP. I could not find the AI brain instructions, but have only just gotten into the update, so forgive me if it is in there somewhere. :)
    • Is there anything we need to do to set up the AI?
    • You had stated that you hoped that with the new brain we would not need to have integration with Emerald AI, is that the case, and if so, how do we get it set up? I would like to have my horse wander in a corral until I need him.
    • Can the brain be integrated to other animals (other models not made by you) that are set up for riding or just as general animal AI?

    The riding and calling works great with the update. This is one of my favorite purchases.
     
    ptmarks likes this.
  50. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    779
    How can I find a reference to the animal my character has mounted, through code? Not the stored mount, but the currently mounted animal. Cheers.