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[RELEASED] Ultimate Character Controller (UFPS 3 / Third Person Controller 3)

Discussion in 'Assets and Asset Store' started by opsive, May 29, 2018.

  1. Ascensi

    Ascensi

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    Ok if you need any help getting Megasplat setup for Voxeland let me know.. Although as I've said above I'm no coder but can test and help you through Megasplat/Voxeland integration a -people can get fooled by initial settings, panic and think things have gone wrong. I'm not that well familiar with UCC or previous versions due to waiting for more VR integration so it will take me a bit of time to go through that. In the mean time when you're ready to add Megasplat if you like I can PM you solid quick but complete steps to get up and running so you don't have to dig all the material up because they're all mix up in different tutorials in versions etc :) if you're ok with that I'd send you that asap.
     
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  2. syscrusher

    syscrusher

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    Thanks, and again just to clarify, I'm currently *not* using Megasplat because it's not required for my current project. Your offer of help is appreciated, and I'll keep it in mind when I'm ready, but for now what I'll be doing is directly between Voxeland and UCC. :)
     
  3. Vampyr_Engel

    Vampyr_Engel

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    OK though I don't know why the demo that comes with it is running slow starts of well enough but slws down I will experiment more I hope I don't need a new graphics card I have a 12 GB memory rig with ATI Radeon 7000 series GB Setup
     
  4. Blackghost

    Blackghost

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    I have a question about the projectiles. Can I replace the current projectiles and impact effects with any of the asset stores special effects packs easily? Is it as simple as replacing the prefabs?
     
  5. opsive

    opsive

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    That really depends on the asset - the Projectile component needs to be added and it will get a reference to the particle system to start/stop it but for anything more than that it will require some type of an integration.
     
  6. Blackghost

    Blackghost

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    Ok, so the materials and textures can be replaced easily, aside from the scripting?
     
  7. opsive

    opsive

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    Definitely on the materials and textures - the projectile component doesn't care about that.
     
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  8. Vampyr_Engel

    Vampyr_Engel

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    Can't I just use the UCC or FPS controller for vehicles I was wondering? And why does the in game demo slow down and when I go to shoot the bullets don't come out? I am not talking about the stand alone demo that works OK
     
    Last edited: Oct 17, 2018
  9. opsive

    opsive

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    No - vehicle controllers require completely different logic compared to character controllers. For support please post on the opsive forum so I can track it better. You'll also want to profile as that will tell you want the bottleneck is.
     
    Last edited: Oct 17, 2018
  10. Vampyr_Engel

    Vampyr_Engel

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    OK
     
  11. Vampyr_Engel

    Vampyr_Engel

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    OK I have posted on your forum I will get the bottleneck later for you
     
  12. opsive

    opsive

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  13. Blackghost

    Blackghost

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    Ok great. I wanted to be sure. Thanks.
     
  14. opsive

    opsive

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  15. Vampyr_Engel

    Vampyr_Engel

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    OK I have Nolan on the planet Vultron but when I try to add scripts I am either getting a ''Script needs to be attached to Monobehaviour'' error or ''This is an Editor Script '' or I am getting '' The Script can't be abstract'' Error Can you tell me what I am doing wrong here when adding scripts please?
     
  16. opsive

    opsive

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    This sounds like a Unity related error message. I recommend doing a search on the Unity forum for this as it is not specific to the Ultimate Character Controller.
     
  17. opsive

    opsive

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    New video explaining the Ultimate Character Controller / Behavior Designer integration scene:

     
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  18. opsive

    opsive

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    The Ultimate Character Controller is now integrated with the A* Pathfinding Project. You can see the docs for this integration here.

    APathfinding.jpg
     
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  19. herun

    herun

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    Can you predict the release date of Networking part ?One month, two months, three months or more,and is it use photon?
     
  20. opsive

    opsive

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    I don't want to estimate a date because there is a lot that can change but I'll be at Unite next week and will find out more about Unity's new networking implementation so I'll have a better idea then. The goal is to create an abstract networking layer that adds support for multiple implementations including pun.
     
  21. opsive

    opsive

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    New video is up showing how to script a new ability:

     
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  22. 99thmonkey

    99thmonkey

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    This video is great! Very easy to understand! Can't wait til I have money so I can buy UCC.
     
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  23. witcher101

    witcher101

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    Does third person controller has hipfire. Is it possible to create old tombraider like shooting mechanism with UCC.
     
  24. Vampyr_Engel

    Vampyr_Engel

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    Can you make a video on gravity? I want to make my character walk on a sphere And I can't find where the Align to Ground instructions are it would be nice to see how its done
     
  25. opsive

    opsive

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    Yes
    Can you explain in particular what you are looking for?
     
  26. Toby31

    Toby31

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    Hi Justin,

    Wanted to ask if UFPS 2 is compatible with some of the assets that are compatible with UFPS 1.
    1, inventory Pro?
    2, Flow Canvas, Bolt, Visual scripting?
    3, Locks and safe cracking template? https://assetstore.unity.com/packages/templates/systems/locks-safe-cracking-105408

    I'm trying to decide if its worth me upgrading to version 2 and it's hard to decide when so many assets are compatible with version 1, it would be good to know what is compatible for clarity for me to plan future projects?

    Thanks

    Toby
     
  27. opsive

    opsive

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    There are a few integrations with version 2 but not as many as what was in version 1 yet. You should be able to use the reflection takes for the visual scripting assets (flow canvas, bolt) but there aren't any native integrations with the assets that you listed.
     
  28. Vampyr_Engel

    Vampyr_Engel

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    Tried out the in game demo again and if I leave it for a while then it works and runs fine though I have to say the guns and arrow don't shooot I guess thats for us to work out how that is done right?
     
  29. opsive

    opsive

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    All of the weapons should shoot out of the box. If you're having issues feel free to post on the opsive forums with the steps to reproduce from a fresh project.
     
  30. Vampyr_Engel

    Vampyr_Engel

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    OK No problem did get it to work but now its not working again
     
  31. MAXFORCE

    MAXFORCE

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    What integrations are planned with UCC. Will be there the same integrations as in version 1?
     
  32. opsive

    opsive

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    I create the integrations based on the number of requests and I'd like to build it back up to what was in version 1. The next integration that I plan on adding is support for UMA.
     
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  33. lod3

    lod3

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    What's the overhead like compared to UFPS1? Is this modular, in that unneeded features can be disabled so they aren't eating up cycles? Is adjusting all the movement, gun sway, etc. as easy to edit as it was in UFPS1? How about replacing weapons? Is there a regular machine gun template like in UFPS1? I'm currently using the basic "Advanced Player" character from UFPS1, love how it's stripped down and clean (no body or extra features that aren't needed), and wondering if I can achieve the same with this. Normally I would just stick to what I have which works, but there are some features in this that I'd like to have.

    Lastly, could you go into how this asset handles its stock animations? Played the demo, but the animations are different from UFPS1 and don't feel as natural - almost unnaturally sped-up even. Can animation speed be adjusted? Thank you.
     
  34. opsive

    opsive

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    Yes - many components are optional and you can use the character builder and ability system to add/remove what you want to use. Take a look at these videos:




    Yes - v2 still uses the spring system.

    Take a look at this video:



    There is an assault rifle which is similar

    You can do the same - no body is required.

    Version 2 uses the animator so you can adjust as you desire. Can you list specifically which animation looks sped-up? I'd love to take a look at that more in depth to see what you're referring to.
     
  35. lod3

    lod3

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    Thank you for the reply! I have to head into the office, but will go over the demo again tonight to identify the animations I mentioned. But glad to hear that it sounds like I can re-create what I have, but including the new features I'm interested in. More later.
     
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  36. RangePlusOne

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  37. opsive

    opsive

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  38. opsive

    opsive

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    I have created a third person cinemachine view type - if you have experience with cinemachine and would like to try it out early feel free to get in contact with me and I'll send you the necessary files.
     
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  39. lod3

    lod3

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    Turned out it was just the transition from reveal to idle on the AR and rocket launcher. Is it possible to adjust the transition speed?

    Also, I noticed in the demo that shooting the mannequin's head played an audio file. Is that a surface feature where a sound plays an impact sound according to its material, or custom script? I don't recall hearing surface impact sounds anywhere else.
     
  40. opsive

    opsive

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    Yes - that's adjusted by the spring's damping/stiffness values similar to version 1.

    Take a look at this page - the headshot is detected by the health component, and then a script is subscribed to the damage event which plays the audio
     
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  41. cometeor

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    Did I miss something? How is the height of character controller changed automatically when start crawling?
     
  42. lod3

    lod3

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    That's awesome. So, I was confused when I realized I was evaluating the UCC demo, but I found the proper UFPS2 demo. I'm curious... why were melee weapons omitted when UFPS1 had the mace melee weapon?
     
    Last edited: Oct 27, 2018
  43. opsive

    opsive

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    You didn't miss anything :) A component on the collider will automatically adjust the height based on the animator height.
     
  44. opsive

    opsive

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    This post has a good explanation on this.
     
  45. lod3

    lod3

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    Ah, I see. Makes sense; thanks for the link. So, if I upgrade to UFPS2 from 1, then upgrade again to FPC2, that's basically UCC without the extra perspectives?
     
  46. opsive

    opsive

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    Yes - that's UCC without the third person perspective.
     
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  47. lod3

    lod3

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    Perfect. Thanks for the help :)
     
  48. cometeor

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    Which component? Does it get the height from animator's bounding box?
     
  49. opsive

    opsive

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    Can you post on the opsive forums for support? This will allow me to track requests better and also make it easier for searching if somebody has a similar question :)
     
  50. syscrusher

    syscrusher

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    Definitely interested, as Cinemachine figures prominently in my current project using UCC2. My characters are all AI-controlled third person. It may be a few days before I have time to engage on this, though. I am covering at work for two colleagues who are attending a technical conference this week, which is only fair since they covered for me last week during Unite. :)