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[RELEASED] Horse Animset Pro 3

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

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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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    Actually yes! I want to make it the official Input system for all my assets....
    and Cinemachine the official camera Rig
    I'm watching every video released out there haha
     
    transat likes this.
  2. transat

    transat

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    Awesome news for both the input system and Cinemachine! Game Foundation next for the inventory and stats? :)
     
  3. rboerdijk

    rboerdijk

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    Hello, I've got a question.
    I tried creating a new URP project (using the default forward renderer) everything at default/no modifications in unity 2019.3.10f1, then imported horse animset 4.08 into it via the package manager and selected one of the demo scene's. Downloaded the "universal renderpipeline shaders" as pointed out in the readme text but everything remains pink.
    I'm probably doing something silly wrong, any pointers?
     
    Last edited: Apr 25, 2020
  4. Malbers

    Malbers

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    Hi there !

    Thanks so much for using the asset..

    Don't worry, One common step you need to do is to convert all the materials to URP:

    image.png

    Cheers
     
  5. Malbers

    Malbers

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    Oh I didn't know about this one!!! that's amazing.... lets added to the queue
     
    transat likes this.
  6. rboerdijk

    rboerdijk

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    Thanks for the support, that does improve it a bit. The forest scene looks correctly colored, but depending on the viewing angle stuff starts to 'drag' (see screenshot). The platforms in the playground are now visible, but pink textures remain for other things. In the HAP_Playground the horses now look ok, but the scenery doesn't (also visual drag if you rotate the camera). Restart didn't help, reimport all didn't help.

    It does show this at the bottom of the screen: Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?).
    UnityEngine.Camera:Render()
    MalbersAnimations.MWater:OnWillRenderObject() (at Assets/Malbers Animations/Common/Scripts/Water/MWater.cs:115)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    Note that using an empty UnityHUB/3D project (instead of URP) does work.



     
  7. Malbers

    Malbers

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    Yes the Water Shader is outdated . It was from the standard assets and it not compatible to URPL

    I made a new one for it ;) in ASE

    Now the Terrain on the Playground Scene, I don't know why is not upgrading the material... :(
     

    Attached Files:

  8. Malbers

    Malbers

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    Here's some preview of the Poly art Undead horse, we are working on a new type of Poly Art shader for the Horse.. to then apply it to all the other animals... lets see how it works ;)
    c2640fd6-b778-47a8-8c44-43c2214b5c30.jpg
    e7ade061-2f9c-4df0-bb23-9fa5a3d55369.jpg
     
  9. transat

    transat

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    @Malbers im trying to integrate this with the Kinematic Character Controller. Seems to mostly be working but when I dismount my character seems to jump to another location. Any idea what I’m doing wrong?
     
  10. rboerdijk

    rboerdijk

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    For anyone else running into this, for some reason (even after upgrading the materials) the Terrain still pointed to a Material having a builtin-shader (=non-URP).


    Checking what other 'terrain' materials there were showed a 'terrain green', trying that gave a green terrain - but also showed a warning):


    Added a new material pointing to URP/Terrain/Lit and using this material instead in the Default-Terrain-Standard gives a scene with calibration angles/lines (I guess that's what is expected normally):
     
    Malbers likes this.
  11. Malbers

    Malbers

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    It mus be the collider that is still inside the Horse collider.. and the collision must be pushing the character away..

    The solution is to dismount it to a safe distance from the horse's colliders.. and then after the dismount is finished you need to enable back the collider on the rider
     
    transat likes this.
  12. Malbers

    Malbers

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    Awesome!!

    That was the solitution thank so much for sharing..
    I made a How to page for URP :
    https://malbersanimations.gitbook.io/animal-controller/how-to/upgrade-to-urp
     
  13. Xialya

    Xialya

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    Hello. :)

    I've just purchased HAP and start to run into issues. :/
    None of the demo scenes work.
    The horses miss their states, mount points, and inputs.
    The rider misses the inputs, and some other things.

    Same for the prefabs.

    Once I set everything properly (I might still have forgotten something, although at least there are no errors anymore showing up in the console), I still cannot mount/dismount despite having checked the inputs.
    And the rider cannot attack, swap weapons, etc...
     
  14. OldGamer

    OldGamer

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    Integrate for HAP 4.0.8 with Invector Shooter 2.5a please ?
     
  15. Rowlan

    Rowlan

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    Here's how easy it is to make the base of a Western style game:

     
  16. Malbers

    Malbers

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    HI there!
    Apologies for the issues this have caused.. That is weird

    I wrote you via Email :)
     
  17. Malbers

    Malbers

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    Quick Update:


    Unity_NCcXkdSesO.jpg Unity_7rBSiCCvwn.jpg.png Unity_G2yGCaZYMX.jpg Unity_Vl5A1MvHSu.jpg
     
    OldGamer and Rowlan like this.
  18. Malbers

    Malbers

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    O my god I loove it.... but when we are going to heard your lovely voice :)
     
    Rowlan likes this.
  19. PlayBoxTech

    PlayBoxTech

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    Hey Malbers, Thanks for the amazing script, trying to get it to work with a game I'm creating with Synty's Horse Pack. In the HAP 4 Demo scene it works just fine telling it to change colors. However in my own game I can't seem to get it to change colors based on the Unity UI.
    Curious if you can offer any suggestions?
     
  20. transat

    transat

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    @Malbers I've been getting these 2 errors for a while...
    Code (CSharp):
    1. Found a duplicate curve binding in Controller "Rider v2" with the name "IKLeftFoot". This may result in unexpected behaviour.
    2. Found a duplicate curve binding in Controller "Rider v2" with the name "IKRightFoot". This may result in unexpected behaviour
    Any idea how to fix this?
     
  21. indie_dev85

    indie_dev85

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    Hey, can you please add lasso support in the weapons, Cowboy need to capture some wild horses :)
     
    Malbers likes this.
  22. Malbers

    Malbers

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    Here's a quick help on how to use the Material Changer :)
    https://malbersanimations.gitbook.io/animal-controller/utilities/material-changer

    is this what you needed?
     
  23. Malbers

    Malbers

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    Before trying to make lazo, I'l be working on spears, staffs, throwables :)
     
    Kaen_SG likes this.
  24. koykot123

    koykot123

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    Bro I bought your asset but i could not find pivot script on that. I watched one of your tutorials that shows how to mount on any creature, you used pivot script. Where can i find that? please help
     
  25. transat

    transat

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    @Malbers, my character controller is decoupled ie there is a parent Character game object containing the Model game object (the one with the Animator and Rider). When my character mounts an animal, the Character game object gets left behind and only the Model is mounted. Is this something you can take into account at your end? I think that’s why I’m having issues dismounting!

    Also, would it be possible to allow the HAP components to live on a different game object to the Animator? I’d like to have a HAP/Malbers-only GO to keep things tidy, ideally.
     
    Malbers likes this.
  26. Malbers

    Malbers

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    The Pivot Rotation for the wagons are here: (changed to Rotation Offset)
    upload_2020-5-6_17-29-15.png
    I'll make some arrangements on my side :)
    I'll make the Animator/RigidBody and all the References Public so you can set it manually in case needed.
     
    transat likes this.
  27. mbussidk

    mbussidk

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    Hi @Malbers, for the latest Invector update, there is one change to make in InvectorHAPLink.cs in the InitializeLink() method. vThirdPersonCamera no longer has an .instance property, so line 37 throws an error.
    This is a fix:
    Code (CSharp):
    1.  
    2. //            vCamera =  vThirdPersonCamera.instance;   //Get Invector Camera
    3.             if (Camera.main)
    4.             {
    5.                 if (Camera.main != null) vCamera = Camera.main.GetComponent<vThirdPersonCamera>();
    6.             }
    7.  
    8.             if (vCamera == null)
    9.             {
    10.                 vCamera = FindObjectOfType<vThirdPersonCamera>();
    11.             }
    12.  
    By default the invector third person camera is tagged as the main camera, so if there is a main camera the code will try to get the component from there. if that fails it will look for the object in the scene (which is slower).
    Everything else works correctly, although the Invector animator changed, so I would advise to manually add the mount layers to the new controller
     
    Malbers and dsilverthorn like this.
  28. Grant151

    Grant151

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    Hi @Malbers ! Could you help me with a little bug I cannot fix? Whenever third person character is mounting a horse, for some reason before the mounted "idle" animation starts, the character gets into a t-pose for 1 frame, and only then the idle kicks in. Any idea as to why and how to fix that?
     
  29. Malbers

    Malbers

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    Amazing I just update the integration with that code ^^
    \
    Okey that is extremely strange...
    So:
    Which unity are you using ?
    and can you make your a small video/gif of the issue?
     
  30. mbussidk

    mbussidk

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    Hi @Malbers, another fix for Invector integration. The UpdateHitMaskOnWeapon() method of InvectorHAPLinkMelee needs a not null check on the Weapon variable, otherwise you get a null pointer exception if you unequip a weapon in the new inventory. New method should be like this:
    Code (CSharp):
    1.         protected void UpdateHitMaskOnWeapon()
    2.         {
    3.             if (Weapon != null)
    4.             {
    5.                 var MalberSWeapon = Weapon.GetComponent<IMWeapon>();
    6.                 if (MalberSWeapon != null) MalberSWeapon.HitLayer = riderCombat.Aimer.AimLayer; //Update HitMask for the Collectableweapon
    7.             }
    8.         }
    9.  
     
    Malbers likes this.
  31. amit-chai

    amit-chai

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    Hello!
    Im using your great asset and trying to integrate with Photon. so far got some difficulties, but I want to ask another question. Is it possible to use the rider weapons without mounting? if not, can u suggest any other solution? thanks!
     
  32. Grant151

    Grant151

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    I am using Unity 2019.3.8f1, and here is the video. Don't mind player's rotation before getting on the horse and after jumping off - my script is rotating the player to face away from the camera.

    It happens after any climb on horse animation, but not 100% of the times. It is only one frame, and I checked the transitions and could not find any issues there. I am using your MRider controller and a basic prefab for a poly horse. The only thing I changed in your code was for the mount triggers, I added a check to see if the collider is the player mesh, and not other colliders, since I have other colliders on the player gameobject (i.e weapons) which were triggering the mount trigger.
     
    Last edited: May 11, 2020
    Malbers likes this.
  33. Malbers

    Malbers

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    Hi there!
    So far the Rider is using a very basic controller. The Riding system focus on everything that happens when the rider is on the horse.. not on foot.
    That is why Hap should be used with more advanced Char Controllers Like Invector and Ootiis MC. since they specialized on the character movement while is on the ground. BTW [The rider's controller is the 3rdPerson Controller from the standard assets. ]
     
    amit-chai likes this.
  34. Malbers

    Malbers

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    I'm making a new scene on my side and I'll try to reproduce the issue ^^
     
    Last edited: May 12, 2020
  35. Grant151

    Grant151

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    Thank you so much. Im trying something on my side too and Ill let you know if I find something useful.
     
    Malbers likes this.
  36. Malbers

    Malbers

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    Ive test it everything on Unity 2019.3 and is working as expected .

    Are you using a different Character controller for your soldier??
     
    Grant151 likes this.
  37. amit-chai

    amit-chai

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    Thanks :) I will try to use it. is this https://docs.google.com/document/d/138DpSb2L8BsSDljrv37lGNQ85lPO8JzhWAZQC0uCxfs/edit# the most currnt guide?
     
  38. Malbers

    Malbers

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  39. Grant151

    Grant151

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    Thank you for the video. Yes, I am using my own character controller. However, I tried using your MThirdPersonCharacter, and disabling all other my components on the player, but I still get the same T-Pose.

    To mount I am using GetComponent<RMider>().MountAnimal() instead of your input system Is that the right way to do it? Maybe the problem is there?
     
  40. Malbers

    Malbers

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    Nope that is not the problem.. my input actually what it does it to call that MountAnimal() method...
    I think the problem must be in the animator.. because is done the frame after the Rider finish the mount animations.

    Another thing we can do is for you to share a lite version of your project, with only a scene with your character and the horse were I can mount it and reproduce the problem easily
    If you want you can send it to me to malbers.shark87@gmail.com
     
  41. Grant151

    Grant151

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    @Malbers By the way, I have another question. I can see that the AudioSource component is being added to the mount in play time. What script is responsible for that? I am trying to adjust volume of sounds, but I cannot find it anywhere. Thank you in advance!
     
  42. Grant151

    Grant151

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    Thank you for the effort! I will keep trying to solve it myself, dont wanna bother you with it.
     
  43. Malbers

    Malbers

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    The scripts are on the Animator, the Sound Behaviour ones
    upload_2020-5-12_16-30-35.png
     
    Grant151 likes this.
  44. transat

    transat

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    @Malbers I’ve almost got my character controller working with HAP but when my character dismounts they suddenly appear at the location where they mounted instead of next to the horse. Any tips for me?
     
  45. Malbers

    Malbers

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    The Rider dismount logic make the character do dismount to any of the Horse Mount Trigger positions..
    does your character does that at the end of the dismount or at the beginning?
    Can you share a video ^^
     
  46. transat

    transat

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    As soon as I dismount I jump to the location where I mounted.

    As you can see there's also a bit of glitch with the mounting animation. The T-pose appears for a second after mounting and the mounting itself is weird.

    Edit: I’m getting closer. If I change my character so that it’s not decoupled (ie so that Rider, the animator, etc. are on the parent gameobject) then the character seems to dismount much nearer to the horse. Mounting and dismounting animations are still awry but I’ll have a look at all of that tomorrow. Bedtime for me now.
     
    Last edited: May 13, 2020
  47. transat

    transat

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    @Grant151 I’m also getting the T-pose for a frame issue with my custom controller. Is yours based on KCC like mine or something else?
     
  48. amit-chai

    amit-chai

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    Thanks! I've found it as well. I am trying to use opsive ultimate controller, but there links in the section lead to invector, is there a package for opsive as well? I only found UFS1 and TCP (what is that?) I tried both and they don't fit..
     
  49. Grant151

    Grant151

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    I'm not sure what you mean by KCC, but my controller is all based on third person root animations and almost no physics calculations involved. Do you have any ideas how to solve the T-pose? Im still struggling on my side :c
     
    Last edited: May 13, 2020
  50. Grant151

    Grant151

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    Awesome, thank you for the support