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Controller [Released] Sticky3D Controller (1st & 3rd person character controller) SciFi & VR ready

Discussion in 'Tools In Progress' started by sstrong, Oct 28, 2020.

  1. sstrong

    sstrong

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    If you see a stream of Invalid AABB errors in Unity 2022.1 it may be due to Unity making a behaviour change to some low level physics functions. It can occur when "Trigger Collider" is enabled on the "Collide" tab.

    upload_2022-8-1_21-54-16.png

    The good news is, if you have this issue, we have a patch to fix it.
     
  2. sstrong

    sstrong

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    Recently, as part of the Sticky3D v1.1.0 update, we've been working on further integrations between Sticky3D and Sci-Fi Ship Controller.

    Here is a tutorial on using both assets for an enhanced VR experience.

     
  3. sstrong

    sstrong

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    Sticky3D Controller version 1.1.0 Beta 11a is now available for testing for existing customers.

    It is a HUGE update so will require considerable testing before we consider it game ready.

    Some things included in this version:
    • A projectile and laser-beam hand-held weapon system
    • An API for stashable interactive items (like a person inventory system)
    • VR (XR) flight controls that work with Sci-Fi Ship Controller
    • Poolable dynamic objects
    For Beta Program members, don't forget to check the readme first.txt file for the latest information.
     
  4. sstrong

    sstrong

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    As we work toward the release of Sticky3D v1.1.0 we've been improving integration with Sci-Fi Ship Controller. Here is a short video showing a dropship take-off sequence which includes interaction between a Sticky3D character and a SSC ship.



    For more info on our joint Mars Experience see this forum post.
     
  5. sstrong

    sstrong

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    In this short tutorial we show how to find interactive-enabled objects. We're using the Scarlett Riley character by Steph @stellargameassets.
     
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  6. sstrong

    sstrong

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  7. sstrong

    sstrong

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  8. sstrong

    sstrong

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    Weapon System Progress

    We continue to work toward a release which contains our weapon system for Sticky3D. We are working on a wide range of things including associated tech like Sticky Sockets (see above video).

    upload_2023-1-6_8-32-54.png

    For existing customers, it's currently in Beta. If you'd like to start playing around with different options in vNext (1.1.0), ping us on our Discord channel.
     
  9. sstrong

    sstrong

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    Adding Equip Points at runtime in code

    Sometimes you might want to add an Equip Point at runtime, rather than configure it in the editor.

    upload_2023-1-7_11-57-41.png

    Code (CSharp):
    1. // These are used for attaching interactive objects to the player
    2.  
    3. S3DEquipPoint backEquipPoint = new S3DEquipPoint()
    4. {
    5.     equipPointName = "Back",
    6.     parentTransform = s3dPlayer.GetBoneTransform(HumanBodyBones.UpperChest),
    7.     relativeOffset = new Vector3(0f, 0.15f, -0.11f),
    8.     relativeRotation = new Vector3(0f, 0f, -20f),
    9.     permittedTags = 1 << 3,
    10.     maxItems = 1
    11. };
    12.  
    13. s3dPlayer.AddEquipPoint(backEquipPoint);
    Permitted Tags come from a ScriptableObject that can customised for your project.
     
  10. sstrong

    sstrong

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    Ragdoll and Respawning

    upload_2023-1-10_12-11-6.png

    Respawning is triggered when the character reaches zero health. Currently there are four options.

    upload_2023-1-10_12-13-25.png

    When there are no lives left and the character runs out of health the character is destroyed and removed from the scene. That is, unless "Ragdoll on Destroy" is enabled.

    In this case, the ragdoll (if configured on the "Animate" tab), will be enabled for the "Respawn Time." After which, the character will be destroyed and removed from the scene.

    upload_2023-1-10_12-16-15.png

    You also have access to character OnDestroy, OnRespawning, and OnRespawned events.
     
  11. sstrong

    sstrong

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    Link to Tutorials has changed.

    Why? We've updated our website.

    Here is the new link.

    The "Tutorials" button has been updated in Sticky3D Controller 1.1.0 Beta 22a or newer. For existing customers, this is available in the Beta Program or you can use the link above and wait for the next Unity Asset Store release.
     
  12. sstrong

    sstrong

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    Sticky3D Aim IK Refactor

    We continue to work on our weapon system for Sticky3D Controller. Currently, we are refactoring our Aim IK so that it is more game-ready.

    It has gone through several iterations. However, we don't want to release version 1.1.0 until we're happy with the results.

    upload_2023-4-14_16-53-38.png
     
  13. sstrong

    sstrong

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    What is your preferred 3rd person weapon aiming style?

    We're currently working on handgun and rifle aiming in 3rd person. What are your favourite styles? Which game mechanics do you prefer?

    What games have a great 3rd-person shooter game mechanic?

    Here are just a few of the settings we expose in weapons.

    upload_2023-6-10_21-41-21.png

    Feel free to add your comments here, on Discord, or Patreon.
     
  14. sstrong

    sstrong

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    upload_2023-7-20_21-31-10.png

    Sticky3D Controller version 1.1.0 is now available from the Unity Asset Store. It includes the following updates since 1.0.9:

    [NEW] Weapon System - in Technical Preview
    [NEW] Stashable interactive objects - APIs for building custom inventory system
    [NEW] Aim Inverse Kinematics
    [NEW] Poolable Decal and Effects modules
    [NEW] Poolable Beam and Projectile modules
    [NEW] Interactive-enabled Magazine and Weapon modules
    [NEW] Poolable Dynamic Objects
    [NEW] StickyInteractive - Sittable object can be allocated (reserved)
    [NEW] StickyInteractive - Post Grabbed event
    [NEW] StickyInteractive - Post Initialised event
    [NEW] StickyInteractive - tagging for Socket and character Equip Point compatibility
    [NEW] SampleEquipGrabStashPopup - shows pickup options using a popup
    [NEW] SampleSitActionNPC - shows how an NPC character can sit on interactive objects
    [NEW] StickyControlModule - Engage onInitialised event
    [NEW] StickyControlModule - Engage interactive look change event
    [NEW] StickyControlModule - Engage destroy and respawn events
    [NEW] StickyControlModule - Engage Respawning options
    [NEW] StickyControlModule - Engage Equip points for interactive objects
    [NEW] StickyControlModule - Look Interactive - Lock to Camera
    [NEW] StickyControlModule - Look zoom out factor
    [NEW] StickyControlModule - Collide reference frames can use parent rigidbodies
    [NEW] StickyDisplayModule - ToggleDisplayReticle() API method
    [NEW] Animate Action Conditions for held weapons and magazines
    [NEW] StickyInputModule - crouch has an optional toggle mode
    [NEW] StickyPopupModule - SetCharacter API to associate popups with a character
    [NEW] StickyPopupModule - Message labels and text
    [NEW] StickySocket - For attaching interactive objects to non-character positions
    [NEW] StickyGraphicRaycaster - for use with world space UI (canvas) in VR
    [NEW] Sample NPC Fire Weapon script
    [NEW] Sample Weapon Custom Reload script.
    [NEW] SSC Input Bridge component for sending data to Sci-Fi Ship Controller
    [FIXED] First Person Follow Head Bone may be incorrect if starting in 3rd person before sitting
    [FIXED] Typo in ResetReferenceFrameLayerMask() API
    [FIXED] StickyDisplayModule - Unticking Lock Reticle to Cursor at runtime does not reset to centre
    [FIXED] Set correct mass of demo Rod characters
    [FIXED] Follow Head Position in first person is not correct if enabled before scene starts
    [FIXED] Look Interactive may be disabled when calling EnableCharacter()
    [FIXED] StickyInteractive - IsAutoDeactivate
    [FIXED] s3d_briefcase1 model offset
    [FIXED] Invalid AABB errors with Unity 2022.1 and Trigger Collider enabled on Collide tab
    [FIXED] Jet Pack thrusters may not be stopped when feature is disabled during gameplay
    [FIXED] StickyInteractorBridge not discovering Quest 2 VR hand controllers on start in build
    [FIXED] SampleMoveTo - CancelMoveTo() does not stop a NPC from moving
    [FIXED] Switch Look and toggle Jet Pack may not always work on low power devices
    [FIXED] Default font in Unity 2022.2+
    [FIXED] Demo button1 UVs
    [IMPROVED] StopMoving API now also resets input damping
    [IMPROVED] IsObstacle API checks for valid direction
    [IMPROVED] Added Sticky Anim Replacer documentation to the manual
    [IMPROVED] Reduce in-editor GC when looking at interactive-enabled objects
    [IMPROVED] Replaced Get/SetActivePopup() APIs with Get/Clear/SetActivePopups(), IsActivePopups()
    [IMPROVED] Sticky Control Module - Moved Identification Settings to the Engage tab
    [IMPROVED] Sticky Control Module - Condensed debug layout
    [IMPROVED] Sticky Control Module - First person camera Update Type options
    [IMPROVED] StickyDisplayModule - update main camera when switching between 1st and 3rd person
    [IMPROVED] Sticky Input Module - Added change position button for Custom Inputs
    [IMPROVED] Sticky Interactive - Readable objects including levers and joysticks
    [IMPROVED] Sticky Interactive - Readable value debugging in the editor
    [IMPROVED] Sticky Popup Module - Sharpened text in demo prefabs
    [IMPROVED] Sample Sit Action Popup has option to only show a single popup at the same time
    [IMPROVED] ToggleHoldInteractive API can instantly grab non-Touchable objects
    [IMPROVED] Updated link to tutorials
     
  15. sstrong

    sstrong

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    "Copied style is null. Using StyleNotFound instead".

    If you see this error when using Sticky3D Controller 1.1.0, chances are you using Unity 2022.3.1+ LTS.

    We have a patch out in the Beta Program. You need S3D v1.1.1 Beta 1d or newer.
     
  16. sstrong

    sstrong

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    upload_2023-8-9_7-46-21.png

    Sticky3D Controller version 1.1.1 is now available from the Unity Asset Store. It includes the following updates since 1.1.0:

    [NEW] StickyManager - support for additive scenes
    [FIXED] NPC Jane and Rod should not have an enabled first-person camera
    [FIXED] Copied style is null. Using StyleNotFound instead (U2022.3 only)
    [IMPROVED] StickyPopupModule - orient toward camera up when camera is assigned.
     
  17. sstrong

    sstrong

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    Unity Version Upgrade Announcement

    The next version of S3D (1.1.2) will require a minimum Unity version of 2020.3.25 LTS.

    Why are we doing this?
    2022.3 LTS has now been released and Unity have dropped support for 2019.4 LTS.

    What if I cannot upgrade my Unity version?
    You can either stay on the last build of S3D that supports your Unity version or get script-only updates of S3D and forego any changes to prefabs or newly added assets.

    For ad-hoc on-going support, and to help us to keep supporting Sticky3D Controller for a long time, please back us on https://www.patreon.com/scsmmedia
     
  18. sstrong

    sstrong

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    Say hello to Kate.

    We have just started work on animations for one of our new characters coming later this year to Sticky3D Controller.

    upload_2023-8-24_9-49-37.png

    It is part of bigger work that brings Sticky3D together with Sci-Fi Ship Controller in Tech Demo 4.

    Kate is already on set and starting to pose for the camera at the Skytrain station.

    upload_2023-8-24_9-56-36.png
     
  19. sstrong

    sstrong

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    What is Technical Preview

    You might be wondering why some features of Sticky3D are in Technical Preview.

    We use this to indicate that a feature may not be ready for use in a wide range of scenarios. There could be one or more reasons for this:
    • It may not have been tested by enough customers,
    • There are known issues.
    • It was fast developed for a particular customer scenario.
    • We've not done enough internal testing to know if it's compatible with most other S3D features.
    There are two levels of Technical Preview.

    upload_2023-9-8_8-3-23.png

    This one is the most common and is something that seems to work fine but for one of the reasons above is still in Technical Preview. If we had more feedback from customers, we'd probably get it out of Technical Preview.

    upload_2023-9-8_8-8-22.png

    This version of Technical Preview indicates we're not entirely sure if the list of options works with enough different scenarios. We warn you that after a version update, you might see a different set of options and the behaviour of the feature may change.

    upload_2023-9-8_8-10-59.png

    You should rarely see this one, but occasionally you might see a feature that is in development. This can occur if we're in the middle of adding something and (for whatever reason) we need to push out a new release.
     
  20. sstrong

    sstrong

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    Blendshape Basics with Amy



    We've added a new Shapes Module to Sticky3D Controller for use in your games. This versatile module supports Sticky3D Controller characters and non-S3D character controllers.

    It will be released with the next version of Sticky3D (1.1.2).

    We used Tech Demo 4 as the location. This is a side project we're working on that combines Sci-Fi Ship Controller and Sticky3D Controller.
     
  21. sstrong

    sstrong

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    Ok, it's Bryce's turn to take to the bench and have his sit animations made and adjusted.

    upload_2023-10-19_9-59-10.png
     
  22. sstrong

    sstrong

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    Who had it first??

    upload_2023-10-30_12-2-37.png

    Just been watching a video from Star Citizen's CIG. They were talking about 2 new features coming to their work-in-progress games.

    Two things jumped out at me, IK for touching and interacting with objects in the scene, and auto-mag loading of weapons from backpacks.

    The first, seems very similar to our tech we have had in Sticky3D Controller for some time. And the second, we added in version 1.1.0 (we call our backpacks "Stash").

    Now, granted, Star Citizen is a AAA title with a huge multi-million-dollar budget to match, and has more polish that our systems, but nevertheless they seem pretty similar. Just saying...
     
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  23. sstrong

    sstrong

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    Sticky3D characters at promo briefing

    S3D_OfficePromo1.png

    Our four new characters are gathered for the new promo briefing. It takes place inside an office (QA Office and Security Room 3rd party asset).

    They are keen to interact with each other and check out the offices where the promo video will take place.

    As part of developing this promo video, we'll be testing out and extending emotional reactions which is coming to the next version of Sticky3D (1.1.2) along with these 4 new characters.

    We're not ready to release 1.1.2 yet, but existing customers can try out the new characters in the Beta Program.
     
  24. sstrong

    sstrong

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  25. sstrong

    sstrong

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  26. sstrong

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    Sticky3D Controller v1.1.3 is now available on the Unity Asset Store.

    It includes the following updates since 1.1.2:

    [NEW] Option to manually update Celestials from Sci-Fi Ship Controller
    [NEW] Set temporary reference frame APIs
    [NEW] SampleSitActionPopup works with SSC Multi-stage Seat animator
    [NEW] SampleSitActioNPC works with SSC Multi-stage Seat animator
    [NEW] StickyZone - option to enable colliders on initialise
    [FIXED] Toggle Third Person at runtime in editor on un-initialised causes null reference
    [FIXED] NullReference when removing a Speech Audio clip in Sticky Shapes Module
    [IMPROVED] Sticky Shapes Module - add speech audio at runtime
    [IMPROVED] Third Person focus position when sitting
    [IMPROVED] Hand IK when player is sitting
     
  27. sstrong

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  28. sstrong

    sstrong

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    Coming in Sticky3D Controller v1.1.4

    upload_2024-4-8_11-3-51.png

    SSC Output Bridge allows a StickyInteractive object to receive input data from a spaceship from another one of our assets (Sci-Fi Ship Controller) and rotate that object.

    For example, here we have an in-game joystick and throttle (lever) that mimics how the user if flying the ship. On our character, we have left and right Hand IK enabled, so that it reaches the joystick (and/or throttle) and follows the moment of those controls.

    The SSC Output Bridge works independently from the S3D character controller so can be used with or without the S3D character controller.

    upload_2024-4-8_11-13-2.png

    For Beta Program members, you need Sticky3D v1.1.4 Beta 2c or newer, and SSC 1.4.4 or newer.
     
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  29. sstrong

    sstrong

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    VR update

    A customer reported some issues with some versions of the Unity, so we've retested and updated our joint Sci-Ship Controller and Sticky3D demo scene.

    It now uses S3D 1.1.4 Beta 3a+ and SSC 1.4.5 Beta 1i+ along with the newer Meta XR Core SDK for Quest.

    Here's what's new in the S3D beta: since 1.1.3.

    [NEW] SSCOutputBridge
    [NEW] Support for Meta XR Core in VR
    [FIXED] SSCInputBridge.IsInitialised always returns false
    [FIXED] StickyZone - Enable Colliders option missing in editor
    [FIXED] StickyInteractive - disable rbody gravity if not in use for Unity 6+
    [FIXED] StickyInteractive - readable position unstable with sudden movement
    [IMPROVED] StickyInteractive - ReInitialiseReadable() can be called multiple times
    [IMPROVED] SSCInputBridge APIs
    [IMPROVED] Compatibility with Unity 6

    Here is the original tutorial for anyone that missed it. It's changed slightly with the newer VR demo scene but it includes an updated readme file the SCSM\VR folder to get you going.