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[RELEASED] Ultimate Survival - The Complete Survival Template

Discussion in 'Assets and Asset Store' started by AngryPixelUnity, Nov 20, 2016.

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  1. AngryPixelUnity

    AngryPixelUnity

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    Wrote that on Trello, I encountered it in the past 1 - 2 times, kinda forgot about it.

    We are not sure how it'll be, you'll know when we start v0.3.
     
  2. AngryPixelUnity

    AngryPixelUnity

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    I'll take a look at Discord
     
  3. AngryPixelUnity

    AngryPixelUnity

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    wahyuway and inoj like this.
  4. inoj

    inoj

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    Seems like it's up and running! Nice one.
     
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  5. AngryPixelUnity

    AngryPixelUnity

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    Nice, let's see if other people will join as well, hopefully it'll be useful in the future.
     
  6. Hlo_man

    Hlo_man

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    in trelllo in 0.2 and other it is written Console under General Improvements do u mean by that like a command console that you can spawn objects in and so ?
     
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  7. AngryPixelUnity

    AngryPixelUnity

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    Yes.
     
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  8. AngryPixelUnity

    AngryPixelUnity

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    Btw. you can join us on discord: https://discord.gg/94fNb7J
    If you need to chat about the kit. But you can post your questions here as well.
     
    RobsonFMaciel likes this.
  9. ShatterGlassGames

    ShatterGlassGames

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    Awesome news on the discord server. :( too bad i can't join due to my job at the moment. Anyhow, I know this is a simple thing to do but since your will be updating the package id didn't want to start messing with the scripts and adding my own extra stuff. Can you separate the animal loot with the storage loot on any of the upcoming patches? I noticed that both use the same Loot UI panel. Would be nice to be able to edit each separate.
     
  10. Horned_Hermit

    Horned_Hermit

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    Mar 14, 2017
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    Hello, I have a few questions about the Ultimate Survival asset. I am very new to unity and I just bought the asset last night, so please bare with me .

    Question 1: Can I download the first person arm model and rig from somewhere? I would love to have it to reverse engineer how your team setup the arm rig and implemented it so that I can make my own version. I mainly use Maya but blender is fine as well.

    Question 2: Will the upcoming save feature save world container and player inventory data? My current game concept involves multiple scenes and therefor I am not sure how to manage inventory and container persistence.

    Question 3: How modular will the save feature be? I also would like to modify the save feature to save addition player stats, example character level, maybe unlocked structures.

    Thank you so very much for reading this post.:) I look forward to learning more about this asset.

    I also have been on Steam community commenting against all the asset flippers that are shamelessly trying to sell your asset without changing anything.

    Also I want to say thanks to TheMessyCoder for all the great video tutorials, I really enjoy following along.
     
    TheMessyCoder likes this.
  11. Echo4Sierra

    Echo4Sierra

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    I just looked over the Roadmap. An RPG based character leveling system would be great, pets/familiars would be great too. Why are there question marks next to them?

    Would you considered?
    1. rideable horses
    2. economic system
    3. magic spells/potions system (offensive and defensive)

    Thanks for all of the hard work that you put into this great asset! I've had a game in mind for years and you've put a large part of the tools together that I need.
     
  12. ryandanielbarton

    ryandanielbarton

    Joined:
    Dec 31, 2015
    Posts:
    53
    Currently using:
    World Creator Pro
    Rocks and Boulders 3
    SpeedTree Desktop 1
    Time of Day
    Unity's Post processing stack
    Simple LOD
    Terrain Relief Pack
     
    Apposl likes this.
  13. MarcopoloR

    MarcopoloR

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    Hi, I just got your asset today. A couple questions I had. First, for some reason the build wheel doesn't work for me. I right click and it comes up, but instead of scrolling through the options like I see on videos, I cannot find the keys to make it scroll through. I right click again and it just goes away. On the input manager it says "Select Buildable" is set to mouse 1, which is right click on the trackball I use. I am using a trackball as opposed to a mouse, would this be causing my not to be able to use the build wheel. Also I don't see building parts under the crafting section in the tab menu, like I see on the videos.
    The second question I had, are there any plans to put swimming/diving as a feature in this package? I am thinking like a swimming animation and a diving animation, and a bar for air while holding your breath underwater, and perhaps the option of using an item like an air tank to extend the air. Also maybe do a little spear fishing while underwater, or grab and catch fish subnautica style. If not, how difficult would it be for me to modify it to integrate those features with someone like me who has some coding experience but by no means an expert. Thanks and I look forward to using this asset, hopefully It can help me make the game I have in mind.
     
  14. AngryPixelUnity

    AngryPixelUnity

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    Alright kenny i'll add that on Trello
     
  15. AngryPixelUnity

    AngryPixelUnity

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    1.Yes, here: http://www91.zippyshare.com/v/IzmzZti6/file.html
    2.Yes, we have to save the inventory as well, just like in any other game.
    3.You'll be able to do all of that with ease, but it won't be Easy-Save-like. You'll have to code a little. I will make a video tutorial on that in the future.

    Thank you as well :)
     
  16. AngryPixelUnity

    AngryPixelUnity

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    Hey :) We want to keep Ultimate Survival as survival-ish as possible.
    BUT, we want to rename this one to Ultimate Survival : Wilderness, and then add a new one, Ultimate Survival : Post Apocalyptic (Fallout 4-like) which will be more RPG, like you describe. We'll start on it right after 0.4 of this asset.
    If we won't be able to create the latter kit, we'll add the RPG elements to this one. So either way, you're going to get them.

    We're really happy you appreciate our work.
     
  17. TheMessyCoder

    TheMessyCoder

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    Hi, just a comment. There already is an amazing pack on the asset store for horse riding so wouldnt make much sense investing time to compete against it.

    I wrote my own horse controller and threw it away when I saw how comprehensive the horse anim kit is.

    Likewise with the econimic system, might be eaiser to integrate with tradesys.
     
    Adrad and AngryPixelUnity like this.
  18. TheMessyCoder

    TheMessyCoder

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    uni7y likes this.
  19. AngryPixelUnity

    AngryPixelUnity

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    Hi :)
    -To scroll through the wheel, you need to use the scrollwheel. We're getting rid of the wheel in 0.2 as it's difficult to use.
    -There is yes, in 0.2 swimming is coming: https://trello.com/c/F22bpVap/73-others

    Thank you as well :p
     
  20. bobbybau

    bobbybau

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    Just so you know, your tutorial says to download uma from github uma 53, They removed it
     
  21. virror

    virror

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    uni7y and AngryPixelUnity like this.
  22. bobbybau

    bobbybau

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  23. TheMessyCoder

    TheMessyCoder

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    Thanks, I added the link below the video in my post above. I also updated all the videos on YouTube to have the new link.




    Fantastic, good luck.
     
  24. TheMessyCoder

    TheMessyCoder

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    Ah make sure you dragged and dropped the UMA DCS prefab in to your scene.
     
    bobbybau likes this.
  25. RobsonFMaciel

    RobsonFMaciel

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    Great news, I was already trying to change it, because it was not really fluid. :D
     
  26. Hlo_man

    Hlo_man

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    thanks :)
     
  27. LucianPavel

    LucianPavel

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    Hi, I just finished a new weapon for US 0.2, the shotgun. :)
     
    uni7y, doodle911, SocketByte and 2 others like this.
  28. ShatterGlassGames

    ShatterGlassGames

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    You can change the "Scroll Threeshold" setting to 0.1 In the "In-Game GUI > Canvas > 1-Windows > 10-Building Menu > Windows > Wheel". that should make it as fluid as you want. LOL actually really like this idea and would be nice if WinterByte can leave it as an option.
     
  29. doodle911

    doodle911

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    Looks great!
     
  30. TheMessyCoder

    TheMessyCoder

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    Beautiful mate. Does it reload?
     
  31. ShatterGlassGames

    ShatterGlassGames

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    @ Winterbyte312 , I made a new Consumable (Bandage) but it doesn't regenerate health even though i made sure i had Health Change as the property. I am able to craft it and consume it but it doesn't regent my health. I attached a screenshot and maybe you can point me to the right direction?

     
  32. THREEWGAMESTEKNOLOJIANONIMSIRKETI

    THREEWGAMESTEKNOLOJIANONIMSIRKETI

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    Hi, i want to add a new tool but no animation
    How to copy a newly added tool animation from axe or another? If I cant. How to create new animation or animator? Do you have a source?
     
  33. Sorrowthief

    Sorrowthief

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    Dec 14, 2016
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    So I have been messing with two projects because one im hsing ufps and ICE and the other US and Ice.(I was able to intergrate ice). My question is if you plan to put in some of the other features like ufps has. I know you have a new Fps coming and Im excited for that. I also know you will make ICE intergration soon. Both of these things make me so happy. The stuff I loose for dropping the ufps project and going full blown with my US project is the moveable platform and trigger system ufps has. I would love for you guys to give us something like that system. The only other thing I truely miss from the ufps project is the automated turrets.

    Would you consider adding a trigger gizmo system similar to that so that we could enhance the building system with moveable parts(Elevators ect ect...)?

    As you can see I am torn between the two projects because I have failed to intergrated the stuff from ufps that I loved into US. I know in the end I will stick with US because the building system alone is too good for what I want to create but I would sure love to have those triggers and moveable platforms back.
     
    Last edited: Mar 15, 2017
  34. ShatterGlassGames

    ShatterGlassGames

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    Ok so I decided to update to v0.11 and i noticed that my whole project was reset to vanilla Ultimate Survival. Is there any way to easily upgrade without having to redo all the changes done? If not i can always just wait until v0.4 and start but I would really like to know.
     
    Last edited: Mar 16, 2017
  35. twodave

    twodave

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    Sep 26, 2016
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    Hi there, this asset looks awesome. One question: is this tied to the Unity terrain system, or can I use any mesh as terrain system?

    Thanks!
     
  36. siblingrivalry

    siblingrivalry

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    Nov 25, 2014
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    384
    Hi, were you edit and saving inside the ultimatd survival folder? You should use your own folders for your own code.
    When i updatesd, i didnt lose anything not even my item or surface db files.
     
  37. ShatterGlassGames

    ShatterGlassGames

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    Yes, I thought only new changes would update with each upgrade. What do you mean create a new folder and place the scripts inside? I have some other folders with my own scripts but not the US scripts. When i generated the FPS of Ultimate Survival, the scripts used are straight from the Ultimate Survival asset kit. The buildings are also from US and the surface and item management are inside the US kit.
     
    Last edited: Mar 16, 2017
  38. bobbybau

    bobbybau

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    Feb 28, 2017
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    Preparing for UMA release.. this is a combat helm I made for uma models
     
    TheMessyCoder likes this.
  39. virror

    virror

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    Nice : )
     
  40. AngryPixelUnity

    AngryPixelUnity

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    The health change property is not taken into consideration. Replace the ItemInspector script with this and it'll work:
    Code (CSharp):
    1. using System.Collections;
    2. using UnityEngine;
    3. using UnityEngine.UI;
    4. using UnityEngine.EventSystems;
    5.  
    6. namespace UltimateSurvival.GUISystem
    7. {
    8.     public class ItemInspector : GUIBehaviour
    9.     {
    10.         public Slot InspectedSlot { get; private set; }
    11.  
    12.         [Header("Setup")]
    13.  
    14.         [SerializeField]
    15.         private Camera m_GUICamera;
    16.  
    17.         [SerializeField]
    18.         private Window m_Window;
    19.  
    20.         [Header("Item Info")]
    21.  
    22.         [SerializeField]
    23.         private Text m_ItemName;
    24.  
    25.         [SerializeField]
    26.         private Text m_MainDescription;
    27.  
    28.         [SerializeField]
    29.         private Text m_SecondaryDescription;
    30.  
    31.         [SerializeField]
    32.         private Image m_Icon;
    33.  
    34.         [SerializeField]
    35.         private DurabilityBar m_DurabilityBar;
    36.  
    37.         [SerializeField]
    38.         private Text m_Magazine;
    39.  
    40.         [Header("Actions")]
    41.  
    42.         [SerializeField]
    43.         private Button m_DropButton;
    44.  
    45.         [SerializeField]
    46.         private Button m_ConsumeButton;
    47.  
    48.         [SerializeField]
    49.         private Button m_DismantleButton;
    50.  
    51.         [Header("Audio")]
    52.  
    53.         [SerializeField]
    54.         private SoundPlayer m_ItemDropAudio;
    55.  
    56.         [SerializeField]
    57.         private SoundPlayer m_DismantleAudio;
    58.  
    59.         [SerializeField]
    60.         private float m_ConsumeVolume = 0.6f;
    61.  
    62.         private ItemContainer[] m_InspectableContainers;
    63.         private ItemContainer m_InventoryContainer;
    64.         private float m_LastConsumeTime;
    65.  
    66.  
    67.         private void Awake()
    68.         {
    69.             m_DismantleButton.onClick.AddListener(On_DismantleClicked);
    70.             m_DropButton.onClick.AddListener(On_DropClicked);
    71.             m_ConsumeButton.onClick.AddListener(On_ConsumeClicked);
    72.         }
    73.  
    74.         private void Start()
    75.         {
    76.             m_InspectableContainers = Controller.Containers;
    77.  
    78.             foreach(var container in m_InspectableContainers)
    79.                 container.Slot_PointerUp += On_Slot_PointerUp;
    80.            
    81.             m_InventoryContainer = Controller.GetContainer("Inventory");
    82.         }
    83.  
    84.         private void On_Slot_PointerUp(BaseEventData data, Slot slot)
    85.         {
    86.             bool shouldOpenUp =
    87.                 !InventoryController.Instance.IsClosed &&
    88.                 slot.HasItem &&
    89.                 EventSystem.current.currentSelectedGameObject == slot.gameObject;
    90.  
    91.             if(shouldOpenUp)
    92.             {
    93.                 if(m_Window)
    94.                     m_Window.Open();
    95.  
    96.                 InspectedSlot = slot;
    97.                 ShowInfo(slot.CurrentItem);
    98.  
    99.                 InspectedSlot.E_Deselect += (BaseEventData d, Slot sd)=> StartCoroutine(C_WaitAndSelect());
    100.                 InspectedSlot.ItemHolder.Updated.AddListener(On_InspectedHolderUpdated);
    101.             }
    102.             else
    103.             {
    104.                 StopAllCoroutines();
    105.                 StartCoroutine(C_WaitAndSelect());
    106.             }
    107.         }
    108.  
    109.         private void ShowInfo(SavableItem item)
    110.         {
    111.             // Name.
    112.             m_ItemName.text = (item.ItemData.DisplayName == string.Empty) ? item.ItemData.Name : item.ItemData.DisplayName;
    113.  
    114.             // Main description.
    115.             if(item.ItemData.Descriptions.Length > 0)
    116.                 m_MainDescription.text = item.GetDescription(0);
    117.             else
    118.                 m_MainDescription.text = "";
    119.  
    120.             // Secondary description.
    121.             if(item.ItemData.Descriptions.Length > 1)
    122.                 m_SecondaryDescription.text = item.GetDescription(1);
    123.             else
    124.                 m_SecondaryDescription.text = "";
    125.  
    126.             // Icon.
    127.             m_Icon.sprite = item.ItemData.Icon;
    128.  
    129.             // Durability bar.
    130.             if(item.HasProperty("Durability"))
    131.             {
    132.                 if(!m_DurabilityBar.Active)
    133.                     m_DurabilityBar.SetActive(true);
    134.                
    135.                 m_DurabilityBar.SetFillAmount(item.GetPropertyValue("Durability").Float.Ratio);
    136.             }
    137.             else if(m_DurabilityBar.Active)
    138.                 m_DurabilityBar.SetActive(false);
    139.  
    140.             // Magazine.
    141.             ItemProperty.Value property;
    142.             if(item.FindPropertyValue("Magazine", out property))
    143.             {
    144.                 var magazine = property.IntRange;
    145.                 m_Magazine.text = "Magazine: " + magazine.ToString();
    146.             }
    147.             else
    148.                 m_Magazine.text = "";
    149.  
    150.             // Consume action.
    151.             m_ConsumeButton.gameObject.SetActive(item.HasProperty("Can Consume"));
    152.  
    153.             // Dismantle action.
    154.             m_DismantleButton.gameObject.SetActive(item.HasProperty("Can Dismantle"));
    155.         }
    156.  
    157.         private void On_InspectedHolderUpdated(ItemHolder holder)
    158.         {
    159.             if(!holder.HasItem)
    160.             {
    161.                 m_Window.Close();
    162.  
    163.                 try
    164.                 {
    165.                     InspectedSlot.ItemHolder.Updated.RemoveListener(On_InspectedHolderUpdated);
    166.                     InspectedSlot = null;
    167.                 }
    168.                 catch
    169.                 {
    170.                     // HACK Don't know why it gives null reference object error...
    171.                 }
    172.             }
    173.         }
    174.  
    175.         private void On_DismantleClicked()
    176.         {
    177.             var item = InspectedSlot.CurrentItem;
    178.             InspectedSlot.ItemHolder.SetItem(null);
    179.  
    180.             var requiredItems = item.ItemData.Recipe.RequiredItems;
    181.             for(int i = 0;i < requiredItems.Length;i ++)
    182.             {
    183.                 var amountToGive = Mathf.RoundToInt(requiredItems[i].Amount * item.GetPropertyValue("Durability").Float.Ratio * 0.6f) + 1;
    184.                 m_InventoryContainer.TryAddItem(requiredItems[i].Name, amountToGive);
    185.             }
    186.  
    187.             MessageDisplayer.Instance.PushMessage(string.Format("<color=yellow>{0}</color> has been dismantled", item.Name));
    188.             m_DismantleAudio.Play2D();
    189.         }
    190.  
    191.         private void On_DropClicked()
    192.         {
    193.             var equippedItem = Controller.Player.EquippedItem.Get();
    194.             var itemToDrop = InspectedSlot.CurrentItem;
    195.  
    196.             if(equippedItem == itemToDrop)
    197.                 Controller.Player.ChangeEquippedItem.Try(null, true);
    198.  
    199.             if(InventoryController.Instance.Try_DropItem(InspectedSlot.CurrentItem, InspectedSlot))
    200.             {
    201.                 m_ItemDropAudio.Play2D();
    202.                 EventSystem.current.SetSelectedGameObject(null);
    203.             }
    204.         }
    205.  
    206.         private void On_ConsumeClicked()
    207.         {
    208.             var item = InspectedSlot.CurrentItem;
    209.  
    210.             if(item.HasProperty("Can Consume") && Time.time - m_LastConsumeTime > 3f)
    211.             {
    212.                 // TODO: Have a better way of doing this.
    213.                 if(item.HasProperty("Thirst Change") && (Player.Thirst.Get() < 100f || Player.Thirst.Get() > 0f))
    214.                     Player.Thirst.Set(Player.Thirst.Get() + item.GetPropertyValue("Thirst Change").RandomInt.RandomValue);
    215.  
    216.                 if(item.HasProperty("Hunger Change") && (Player.Hunger.Get() < 100f || Player.Hunger.Get() > 0f))
    217.                     Player.Hunger.Set(Player.Hunger.Get() + item.GetPropertyValue("Hunger Change").RandomInt.RandomValue);
    218.  
    219.                 if(item.HasProperty("Health Change"))
    220.                     Player.ChangeHealth.Try(new HealthEventData(item.GetPropertyValue("Health Change").RandomInt.RandomValue));
    221.  
    222.                 if(item.HasProperty("Consume Sound"))
    223.                     GameController.Audio.Play2D(item.GetPropertyValue("Consume Sound").Sound, m_ConsumeVolume);
    224.  
    225.                 if(item.CurrentInStack == 1)
    226.                 {
    227.                     InspectedSlot.ItemHolder.SetItem(null);
    228.                     EventSystem.current.SetSelectedGameObject(null);
    229.                 }
    230.                 else
    231.                     item.CurrentInStack --;
    232.  
    233.                 m_LastConsumeTime = Time.time;
    234.             }
    235.         }
    236.  
    237.         private IEnumerator C_WaitAndSelect()
    238.         {
    239.             yield return null;
    240.  
    241.             var currentSelected = EventSystem.current.currentSelectedGameObject;
    242.             Slot selectedSlot = null;
    243.             if(currentSelected)
    244.                 selectedSlot = currentSelected.GetComponent<Slot>();
    245.            
    246.             if(!currentSelected || !selectedSlot || !selectedSlot.HasItem)
    247.             {
    248.                 if(m_Window)
    249.                     m_Window.Close();
    250.        
    251.                 InspectedSlot = null;
    252.             }
    253.         }
    254.     }
    255. }
    256.  
    Not sure if 0.11 already has this, it probably has the fix.
     
  41. ShatterGlassGames

    ShatterGlassGames

    Joined:
    Jan 14, 2016
    Posts:
    135
    That did the trick. To be honest i don't know if it's in v0.11. I did a somewhat manual upgrade to 0.11 .
     
  42. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    Since the rig is the same, you can just use the newly created animation for all the other tools.
    Go to: Ultimate Survival/Mecanim/Controllers/Weapons/
    Here, click on a tool controller and drag in your animation, in the corresponding slot.
    Let me know if you need more help.
     
  43. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    It's not tied to the Unity terrain. I haven't tried using a mesh as a terrain though. That might break a thing or two in the building system. But don't worry 0.2 will make sure that won't happen.
     
  44. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    I understand your needs. I'm adding the platforms and trigger system for 0.3 on Trello. I don't want to clutter v0.2 too much. :)
     
  45. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    - Every prefab and file you intend to change, duplicate it, and place it in your own folder, outside of Ultimate Survival, that should break the link and will not be overriden when you update the kit.
    - Note that the Item Database file should be in a Resources folder. The first database file found in a Resources folder, will be opened with the Item Management window.
    - We'll provide more stable code hooks in 0.2 & 0.3 so you can easily build upon and not be necessary to modify the source code too much.
     
    Last edited: Mar 16, 2017
  46. Weblox

    Weblox

    Joined:
    Apr 11, 2016
    Posts:
    277
    Hi Winterbyte,

    Your Survival Kit really looks phantastic, I can't wait for Multiplayer and hope it will include a chatsystem also.

    Will you support Unity.Events () with the Ultimate Survival Kit? Beginners like me would greatly benefit from the Option to quickly set up new Functionality right in the Editor.
     
    AngryPixelUnity likes this.
  47. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    Hi Weblox, happy you like it :)
    Great idea, do you have any ideas of where could I include such events? Where could they be useful?
     
    Weblox likes this.
  48. Weblox

    Weblox

    Joined:
    Apr 11, 2016
    Posts:
    277
    Hi Winterbyte,

    thanks for your instant response.
    To me the Unity. Events () have been the most useful Unity tool through all my Projects and since I have learned about them I tend to add them to (nearly) all States in my Scripts, especially for AI.

    events.PNG events_dmg.PNG

    They are also very useful for HUD and Menu related Scripts or Pickups and give so much creative Power to Unity Beginners and Non-Coders.

    events_menu.PNG events_pickup (food).PNG

    These Screens come from another Project, but I could not yet have a closer look at the Ultimat Survival Scripts. I will be more than happy to help with playtesting once I get my hands on this awesome Asset!

    Thanks for all the good work!
    Weblox
     
    Last edited: Mar 16, 2017
    AngryPixelUnity likes this.
  49. ShatterGlassGames

    ShatterGlassGames

    Joined:
    Jan 14, 2016
    Posts:
    135
    Hi guys, Quick script addition to the FTbow script for does that are interested. This addition to the FTbow.cs has nothing to do with the StretchAudio or Weapon Wield sound effect. This is just adds the sound the arrow makes every time a new arrow is loaded but the bow is not stretched.

    Add a new variable under the line
    Code (CSharp):
    1. [SerializeField]
    2.         private Vector3 m_SpawnOffset;
    add the below code
    Code (CSharp):
    1. [SerializeField]
    2.         private SoundPlayer m_LoadArrowAudio;        
    Should look like this:
    Code (CSharp):
    1. [SerializeField]
    2.         private Vector3 m_SpawnOffset;
    3.  
    4.         [SerializeField]
    5.         private SoundPlayer m_LoadArrowAudio;  
    --------------------------------------------------------------
    after that go down to the line
    Code (CSharp):
    1. if (!m_ArrowPrefab) {
    2.                 Debug.LogErrorFormat ("[{0}.FPBow] - No arrow prefab assigned in the inspector! Please assign one.", name);
    3.                 return;
    4.             }
    and add the following
    Code (CSharp):
    1. else {
    2.                 m_LoadArrowAudio.Play (ItemSelectionMethod.Randomly, m_AudioSource);
    3.             }
    Should look like this:
    Code (CSharp):
    1. if (!m_ArrowPrefab) {
    2.                 Debug.LogErrorFormat ("[{0}.FPBow] - No arrow prefab assigned in the inspector! Please assign one.", name);
    3.                 return;
    4.             } else {
    5.                 m_LoadArrowAudio.Play (ItemSelectionMethod.Randomly, m_AudioSource);
    6.             }
    --------------------------------------------------------------

    This is really not a big deal but I tend to look at the little things and i have a pet peeve with missing sound effects. I'll be adding an UnstretchAudio to when you decide to not release the arrow at a latter time.
     
  50. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    Good job @kenny1007 that kind of stuff bothers me too. As someone once said, the devil is in the details. Having a unique game that stands above the rest requires lots of little details. I'd love to see this kind of stuff added to a future patch. Hint, Hint @Winterbyte312 :c)
     
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