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[RELEASED] TopDown Engine by More Mountains [new v3.0 : damage types, damage resistance, and more!]

Discussion in 'Assets and Asset Store' started by reuno, Oct 9, 2018.

  1. alexgemini002

    alexgemini002

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    I upgrade from preview unity 2020 lts version because I also change other script and import many art models. It didn't have issue after following install steps in the docs, thanks for helping.
     
  2. reuno

    reuno

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    @alexgemini002 > I'm glad you got it working, thanks for letting me know.
     
  3. alexgemini002

    alexgemini002

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    dear developer,there some urp issue. I have a urp project based on unity 2022.3.8 lts version,it didn't have post process package.
    1. there is a PostProcessing gameobject contain postProcess setting and some MM**Shaker component under UICamera gameobject, like some prefab in "Minimal3DCameras" , could you add a urp volumn gameObject and MM**Shaker_URP in all those prefab so people don't need create those when start urp project. this gameobject can be disable in default, and also document it in installation guide.
    2. MMAutoFocus_URP component seems not working in urp volumn, it produces following error logs in console:
    IndexOutOfRangeException: Index was outside the bounds of the array.
    MoreMountains.FeedbacksForThirdParty.MMAutoFocus_URP.Update () (at Assets/TopDownEngine/ThirdParty/MoreMountains/MMFeedbacks/MMFeedbacksForThirdParty/URP/Shakers/MMAutoFocus_URP.cs:58)
    I set the Camera Transform to MainCamera in MMAutoFocus_URP just like example MMAutoFocus. could developer verify that? or Maybe this is a feel plugins problem.
    3. is MMColorAdjustmentsShaker_URP is the urp equivalent of MMColorGradingShaker for PostProcessing, since the name change a little bit. I am not familiar those name change from postprocess to urp.
    4. I think maybe those MM***Shaker_URP component should put in category MoreMountains->Feedbacks->Shaker->URPVolumn , instead of PostProcessing. and also those MM**Shader_HDRP should category in MoreMountains->Feedbacks->Shaker->HDRPVolumn.so If the user didn't use those renderer pipeline can choose component more easily.
    5. in all the script like MMF_Bloom it had a Scripting Define Symbols "MM_POSTPROCESSING" , but in Project Settings for Scripting Define Symbols it types "UNITY_POST_PROCESSING_STACK_V2" , is this a typo or intended?
    6. for a urp project, should I replace Scripting Define Symbols "UNITY_POST_PROCESSING_STACK_V2" to "MM_URP" ? I found MM_URP in many urp related scripts, maybe it also need to document it in installation guide doc.
    7. for a new user start using topdown engine,the camera is shake a little bit all the time,it make new comer very confused, all the demo using cinemachine have a noise setting set to "Basic Multi channel perlin" . I think maybe it should set to "None" so camera didn't shake all the time. only Tanks demo should add a little bit shaking camera by default would make sense. and maybe it also need to document in faq section.
     
  4. reuno

    reuno

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    1. No, that's not technically possible, Unity has built RPs and asset store rules in a way that prevents that. Thankfully it's documented already.
    2. I just gave it a try, it works fine in a fresh install in the Feel URP demo scene. If your issue persists, please use the support form and provide actual repro steps of what you're doing.
    3. It's close I suppose, but it is a different post process. You can learn more about the differences in Unity's URP documentation.
    4. They are very much post processing effects, that's why they under this path. A Volume is a component that defines a post processing volume.
    5. No, these are two different sds.
    6. No, there's no need to replace anything.
    7. You're the first person to report being confused by that, but for sure if more people were to report something similar I'd adjust it. It is also of course already documented in the documentation, not in the FAQ (because it's not a frequent question), but in the cameras section : https://topdown-engine-docs.moremountains.com/cameras.html#cinemachine
     
  5. alexgemini002

    alexgemini002

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    thanks for reply, for the first quesiton, maybe it should be three different prefab like in "Minimal3DCameras" prefab. the default build-in, a new urp ,hdrp , call it "Minimal3DCamerasURP" prefab and "Minimal3DCamerasHDRP" prefab. the Minimal3DCamerasURP prefab have a urp volumn and corresponding MM**Shaker component gameObject but not contain PostProcessing componenet on it. if a new user import it to a urp project and didn't have a postProcess package installed, there will be some missing script warning on those prefab like "Minimal3DCameras".topdown engine should just tell new user replace those prefab with "Minimal3DCamerasURP" .
     
  6. alexgemini002

    alexgemini002

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    for the second question, could you verify this on topdown engine demo , not Feel URP demo.
     
  7. reuno

    reuno

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    @alexgemini002 > Thanks for the suggestion, but again, that'd be against the store guidelines. Thankfully, anyone going for URP is usually aware that the post processing package is BiRP specific, and won't have an issue setting up a Volume, as that's well documented on Unity's end.
    As for the 2nd question, there's no TDE demo that features MMAutoFocus_URP. Once again, please use the support form if you think you've found a bug, and provide repro steps.
     
  8. mengqiwei

    mengqiwei

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    When I am in the editor, how do I switch the motion mode of the ray when I push the joystick forward?
     
  9. reuno

    reuno

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    @mengqiwei > "switch the motion mode of the ray"? What do you mean by that? What ray are you referring to?
     
  10. maviyy

    maviyy

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    Mar 16, 2021
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    Hi! TopDown Engine has helped me a lot to learn how to develop in Unity, but reading the documentation I found references to KillsManager and I thought it would be useful for my purposes, but I can't find it inside the engine, has it been removed with an update?
     
  11. reuno

    reuno

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    @maviyy > No, it hasn't been removed, it was added in the last update.
    I'd recommend checking the first item of the FAQ, hopefully it'll solve your issue :
    upload_2023-10-17_19-10-39.png
     
  12. mengqiwei

    mengqiwei

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    In the project Demo you provided, when you press the joystick key with the left handle, the movement mode will be changed. At first, the joystick will move freely when you push the joystick key with the left handle, and then it will change into a ray transfer movement when you press the joystick key. I'm just going to default to the initial movement mode as beam transport movement, so you know what I mean? Looking forward to your reply. Thank you
     
  13. reuno

    reuno

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    @mengqiwei > I'm sorry but I didn't understand any of that. What demo are you referring to? What's a "joystick key"? What's a left handle in this context? What "movement mode" are you talking about? What's a "ray transfer movement"? What's a "beam transport movement"? Maybe you're using a translator? If you are, I'm afraid to say it's losing a lot of your meaning.
     
  14. mengqiwei

    mengqiwei

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    upload_2023-10-19_10-24-48.png
    I'm sorry, I don't know what it's officially called, but it's this thing blue ray, I call it beam transport, and I think the initial movement is this beam transport, not free movement
     
  15. mengqiwei

    mengqiwei

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    Looking forward to your reply
     
  16. reuno

    reuno

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    @mengqiwei > I don't know what that screenshot is from, but it's not the TopDown Engine. Maybe you've got the wrong asset/thread?
     
  17. Fopix

    Fopix

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    Hi @reuno, i noticed that some layers have collisions, such as obstacles, enemies, and some do not collide with the collider turned on. I wanted to find out what the scripts that control this are called, and whether it is possible to make it so that the player and the NPCs cannot pass through walls but can pass through each other.
     
  18. reuno

    reuno

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