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[RELEASED] Ultimate Survival - The Complete Survival Template

Discussion in 'Assets and Asset Store' started by Winterbyte312, Nov 20, 2016.

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  1. sebasfreelance

    sebasfreelance

    Joined:
    Aug 27, 2015
    Posts:
    217
    Hi.

    If, from the animations tab the animations are reproduced well, I have also put the events in Hit and Miss, and it works in the game, but does not reproduce the animations in the game.

    I do not use Blender, I only work with 3dsmax and Maya, I'm an animator http://animo3d.com, I've done some quick animations to test them in the game and adjust and refine seeing the results in unity, but it does not work for me :(

    If you want, I mail the model I have in unity, in case you want to try and see what happens, I can not think of another way that can help me.

    Thank you very much Winterbyte
     
  2. hsxtreme

    hsxtreme

    Joined:
    Apr 14, 2017
    Posts:
    55
    When it will leave the correction of compatibility with the new version of Unity?
     
  3. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Yes send the model so I can see for myself.

    There was an issue which prevented us to update: https://issuetracker.unity3d.com/is...d-via-script-and-canvas-is-scaled-to-0-dot-01
    Looks like the issue has been fixed in Unity 2017.1, but it's in beta and we can't update to it yet.

    We're designing the new UI in v0.2 around this issue, so when v0.2 is out, it'll work in Unity 5.6.
     
  4. sebasfreelance

    sebasfreelance

    Joined:
    Aug 27, 2015
    Posts:
    217
    Winterbyte, could you tell me your e-mail to send you the model? thx
     
  5. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    winterbyte312@gmail.com
     
  6. sebasfreelance

    sebasfreelance

    Joined:
    Aug 27, 2015
    Posts:
    217
  7. lowbudgetdesigner

    lowbudgetdesigner

    Joined:
    Feb 15, 2016
    Posts:
    14
    Some requests:

    1) First Person Controller - Prone movement
    2) Stats - Bleeding
    3) Stats - Fall Damage
    4) Weapons - Grenade
    5) Tools - Flashlight

    Do you think you'd be able to work these in? Also, do you think Multiplayer will genuinely come at the end of May? Or might it arrive sometime before then?
     
    TheSeawolf likes this.
  8. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Flashlight, Grenade, prone movement --> implemented in v0.2
    Fall damage --> it exists in v0.1, can you explain exactly what you mean?
    Bleeding --> will add it on Trello and think about it for v0.3
     
  9. lowbudgetdesigner

    lowbudgetdesigner

    Joined:
    Feb 15, 2016
    Posts:
    14
    I tried the demo and couldn't fall off anything high enough to experience fall damage. Essentially it means for example if I jump off a cliff, I die.

    For Bleeding, isn't just a matter of taking the hunger / thirst systems and just adding a bleeding screen effect?
     
  10. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
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    Maybe the fall damage threeshold is too high, we'll lower it in v0.2.
    By 'bleeding" you mean the "pain hud"?:
    https://i.kinja-img.com/gawker-medi...ogressive,q_80,w_800/wqbttnaw91pdz8fmdo4j.jpg
    If so, we have that in v0.1.

    And about the multiplayer update, we'll push the May deadline so we have more time to create something solid.
    For v0.2, we're working hard to deliver it as soon as possible.
     
  11. lowbudgetdesigner

    lowbudgetdesigner

    Joined:
    Feb 15, 2016
    Posts:
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    Bleeding is a feature in DayZ where if you take damage you start to "Bleed". If your blood drains out without using a bandage, you die. It basically is the same as your hunger and thirst systems if I'm not mistaken although will add a bit more immersion. A full explanation:

     
  12. Winterbyte312

    Winterbyte312

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    Oct 25, 2016
    Posts:
    816
    Ah I see, I added it to v0.3's roadmap :), we don't want to clutter v0.2 more.
     
    inoj likes this.
  13. lowbudgetdesigner

    lowbudgetdesigner

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    Feb 15, 2016
    Posts:
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    Wonderful! Lastly, are there plans for upgrade system like that in Ark? Would be useful for incentivizing players to continue playing and upgrading their characters.

     
  14. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
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    Yes there are plans for it, we'll explore it more while developing 0.3.
     
  15. robert301990

    robert301990

    Joined:
    Jul 1, 2014
    Posts:
    30
    I think that you are doing an amazing job. Keep with the plan, people will keep on wanting features, but keep with what you are doing. I am personally waiting for mobile version as I am a mobile developer.

    Will it look a little different form mobile ? I mean, it will be easy to handle on mobile ?

    Thank you and keep up the great job.
     
  16. Spymoi

    Spymoi

    Joined:
    Apr 5, 2017
    Posts:
    21
  17. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    286
    I hate Microsoft Edge :/ Stupid browser automatically logs me out of Unity3D.com as soon as I sign in.

    Anyways about your problem. Make sure your "Position Offset" matches that of your terrain offset.



    For me it's -1024X and -1024Z
     
  18. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    286
    Okay, so. I just followed the UMA tutorial and it was awesome. Finally got the robes working (I also added gloves and the gloves slot all by myself!) :) Now my question is, has anybody thought of a way to get UMA working for first person too? Is there a way to setup UMA with just the arms? It'd be nice to see the gloves.

    Thanks!
     
    siblingrivalry likes this.
  19. siblingrivalry

    siblingrivalry

    Joined:
    Nov 25, 2014
    Posts:
    384
    You would need a customised torso for UMA as the arms and chest are together

    Think you need to make new slots
     
  20. Spymoi

    Spymoi

    Joined:
    Apr 5, 2017
    Posts:
    21
    Will check that ! Thank you !
     
  21. Spymoi

    Spymoi

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    Posts:
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  22. Spymoi

    Spymoi

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  23. EL_Cuco

    EL_Cuco

    Joined:
    Jan 14, 2016
    Posts:
    130
    Just showing off some stuff I have managed to do so far so everyone can see the potential of this asset. Can't wait for v0.2 so I can really go all out!

     
  24. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Hi, replace the TerrainObjectSpawner script with this:
    Code (CSharp):
    1. using UnityEngine;
    2. using UltimateSurvival;
    3.  
    4. namespace UltimateSurvival.Editor
    5. {
    6.     using UnityEditor;
    7.  
    8.     public class TerrainObjectSpawner : EditorWindow
    9.     {
    10.         [SerializeField]
    11.         private DetailSpawnData m_SpawnData;
    12.  
    13.         [SerializeField]
    14.         private Terrain m_Terrain;
    15.  
    16.         [SerializeField]
    17.         [Range(1, 1000)]
    18.         private int m_SpawnOdds = 350;
    19.  
    20.         private SerializedObject m_SO;
    21.  
    22.  
    23.         [MenuItem("Tools/Ultimate Survival/Terrain Object Spawner", false, -7)]
    24.         public static void Init()
    25.         {
    26.             EditorWindow.GetWindowWithRect<TerrainObjectSpawner>(new Rect(Screen.width / 2f, Screen.height / 2f, 512f, 256f), true, "Terrain Object Spawner");
    27.         }
    28.  
    29.         private void OnEnable()
    30.         {
    31.             m_SO = new SerializedObject(this);
    32.         }
    33.  
    34.         private void OnGUI()
    35.         {
    36.             m_SO.Update();
    37.  
    38.             GUIStyle style = new GUIStyle()
    39.             {
    40.                 fontStyle = FontStyle.Bold,
    41.                 alignment = TextAnchor.MiddleLeft
    42.             };
    43.  
    44.             DoHeader("Setup", style);
    45.  
    46.             EditorGUILayout.PropertyField(m_SO.FindProperty("m_SpawnData"));
    47.             EditorGUILayout.PropertyField(m_SO.FindProperty("m_Terrain"));
    48.  
    49.             DoHeader("Settings", style);
    50.  
    51.             EditorGUILayout.PropertyField(m_SO.FindProperty("m_SpawnOdds"));
    52.  
    53.             EditorGUILayout.Space();
    54.             if(GUILayout.Button("Generate"))
    55.                 Generate();
    56.  
    57.             EditorGUILayout.Space();
    58.             if(GUILayout.Button("Remove"))
    59.                 Remove();
    60.  
    61.             EditorGUILayout.HelpBox("WARNING! Will destroy all the current rocks and trees!", MessageType.Warning);
    62.  
    63.             m_SO.ApplyModifiedProperties();
    64.         }
    65.  
    66.         private void Generate()
    67.         {
    68.             if(!m_Terrain || !m_SpawnData)
    69.                 return;
    70.  
    71.             Transform treesRoot = m_Terrain.transform.Find("Trees");
    72.             Transform rocksRoot = m_Terrain.transform.Find("Rocks");
    73.  
    74.             if(m_SpawnData.m_TreeList.Length > 0 && !treesRoot)
    75.                 treesRoot = CreateEmptyUnder("Trees", m_Terrain.transform);
    76.             if(!rocksRoot)
    77.                 rocksRoot = CreateEmptyUnder("Rocks", m_Terrain.transform);
    78.  
    79.             TerrainCollider terrainCollider = m_Terrain.GetComponent<TerrainCollider>();
    80.             Vector3 terrainSize = m_Terrain.terrainData.size;
    81.             Vector3 terrainPosition = m_Terrain.GetPosition();
    82.  
    83.             for(int x = 0;x < terrainSize.x; x ++)
    84.             {
    85.                 for(int y = 0; y < terrainSize.z; y ++)
    86.                 {
    87.                     bool spawn = Random.Range(0, m_SpawnOdds) == (m_SpawnOdds / 2);
    88.                     if(!spawn)
    89.                         continue;
    90.  
    91.                     bool spawnTree = Random.Range(0, 2) == 0;
    92.                     if(m_SpawnData.m_TreeList.Length == 0)
    93.                         spawnTree = false;
    94.  
    95.                     DetailSpawnData.DetailSpawn prefab = spawnTree ? m_SpawnData.GetTreePrefab() : m_SpawnData.GetRockPrefab();
    96.  
    97.                     if(prefab != null)
    98.                     {
    99.                         float raycastHeight = terrainPosition.y + terrainSize.y + 1;
    100.                         Ray ray = new Ray(new Vector3(terrainPosition.x + x, raycastHeight, terrainPosition.z + y), Vector3.down);
    101.                         RaycastHit hitInfo;
    102.  
    103.                         if(terrainCollider.Raycast(ray, out hitInfo, terrainSize.y * 2))
    104.                             Instantiate(prefab.Object, hitInfo.point + prefab.PositionOffset, Quaternion.Euler(prefab.RandomRotation), spawnTree ? treesRoot : rocksRoot);
    105.                     }
    106.                 }
    107.             }
    108.         }
    109.  
    110.         private void Remove()
    111.         {
    112.             if(!m_Terrain)
    113.                 return;
    114.  
    115.             Transform treesRoot = m_Terrain.transform.Find("Trees");
    116.             Transform rocksRoot = m_Terrain.transform.Find("Rocks");
    117.  
    118.             if(!treesRoot)
    119.                 treesRoot = CreateEmptyUnder("Trees", m_Terrain.transform);
    120.             if(!rocksRoot)
    121.                 rocksRoot = CreateEmptyUnder("Rocks", m_Terrain.transform);
    122.  
    123.             int treeCount = treesRoot.childCount;
    124.  
    125.             for(int i = 0;i < treeCount;i ++)
    126.                 DestroyImmediate(treesRoot.GetChild(treesRoot.childCount - 1).gameObject);
    127.  
    128.             int rocksCount = rocksRoot.childCount;
    129.  
    130.             for(int i = 0;i < rocksCount;i ++)
    131.                 DestroyImmediate(rocksRoot.GetChild(rocksRoot.childCount - 1).gameObject);
    132.         }
    133.  
    134.         private Transform CreateEmptyUnder(string name, Transform parent)
    135.         {
    136.             var empty = new GameObject(name);
    137.             empty.transform.SetParent(parent);
    138.  
    139.             return empty.transform;
    140.         }
    141.  
    142.         private void DoHeader(string name, GUIStyle style)
    143.         {
    144.             EditorGUILayout.Space();
    145.             GUILayout.Label(name, style);
    146.         }
    147.     }
    148. }
    149.  
     
  25. Spymoi

    Spymoi

    Joined:
    Apr 5, 2017
    Posts:
    21
  26. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    286
    We tote's need a Discord channel. I wanna talk Ultimate Survival.

    Edit: I'm making one.

    ---------------------------------------------------------------------------------------------

    You set X and Z, did you set Y too?

    ---------------------------------------------------------------------------------------------

    Edit: Okay guys I made a discord channel.

    https://discord.gg/Hmj67GJ

    If you have Discord @Winterbyte312 I made a specific Role for you with all permissions as "Ultimate Survival Creator". Just PM me your user or something once you join as proof of it being you.

    I setup the Discord channel with a bunch of useful channels. Everybody has access to the public channels, but for private channel access @Winterbyte312 will have to verify you. This is all assuming it's okay with him.
     
    Last edited: Apr 15, 2017
  27. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    286
    I didn't want to uninstall 5.6 and install 5.5, so I kept 5.6 and just disabled the crafting UI for now until I figure it out myself or 0.2 comes out.

    However I came across a problem (not sure if it's 5.6 related or Ultimate Survival related).

    I am using Terrain Composer 2 to generate terrain, I attached the Tree Manager to the terrain and set it up:



    However when I destroy the tree, the collider still remains. I can't see it but I can't physically walk there. Any idea what is causing this?
     
  28. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    My chopping system works by using the "Chopping Section" (where trees usually get chopped above the trunk) as a child object to the main tree object. Changing the .mesh variable of the Mash Filter component each time its hit to create the chopping effect. Not perfect but better than nothing and people have told me its very satisfying.
    Screenshot (164).png
    Screenshot (165).png Screenshot (166).png Screenshot (167).png Screenshot (168).png
     
  29. jessejarvis

    jessejarvis

    Joined:
    Aug 9, 2013
    Posts:
    286
    Awesome! :) I don't mind going to non-realistic route but that is awesome, and it definitely looks satisfying.
     
  30. Old_Wolf

    Old_Wolf

    Joined:
    Apr 3, 2017
    Posts:
    38
    That's exactly the sort of chopping system I was looking at. Sort of like 'The Forest' style. But I like yours, add a few particle woodchip effects and that'd be excellent. What exactly did u have to do to make it work?
     
  31. Warspawn

    Warspawn

    Joined:
    Apr 12, 2017
    Posts:
    28

    There already is a discord: https://discord.gg/J7T9T come join us :)
     
  32. VisionStudiosUK

    VisionStudiosUK

    Joined:
    Nov 19, 2016
    Posts:
    3
    Hey, I've been using this asset for a while and it's amazing! worth all the money! But I have another problem, I cant seem to get the trees to work when adding them on the terrain with the tree tool in the terrain section. when I do this and enable tree colliders I can not seem to get any objects from the tree such as logs. This may be because the tree collider is covering the script but when I disable tree colliders you can walk straight through the trees even though they contain a working capsule collider. The tree works perfectly when I drag the prefab into the world but doesn't seem to work when I add the tree to the tree section on the terrain. I hope someone can help me because I'm stuck in development until I can fix this issue. Thanks, Reece :)
     
  33. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Will that is awesome, I love it man!!!
     
    Will-D-Ramsey likes this.
  34. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Hi All,

    If anyone is having any issues with UMA 2.5 here is an updated video and a cleaner script to get UMA clothes working.



    Also, here is a very very very short preview of the next video. Adding a backpack and increasing the inventory slots.


    (video is still being uploaded)
     
    siblingrivalry likes this.
  35. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Yeah man its not over complicated but looks really nice. especially with the tree falling using physics and the sound effects. Once the tree is down it can be cut into 3 medium logs which can then be picked up.

    Some little Amish kid told me his favorite part was cutting the trees down and watching them fall.
     
    TheMessyCoder likes this.
  36. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Hey Reece :)
    After you press Play, go in the Scene view, and inspect the capsule colliders, see if they got placed at the correct spot, and not offseted by some amount, relative to the trees.
    If indeed they are offseted, replace the TreeManager script with this:
    Code (CSharp):
    1. using System;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. namespace UltimateSurvival
    6. {
    7.     [Serializable]
    8.     public class TreeCreator
    9.     {
    10.         public int PrototypeIndex { get { return m_PrototypeIndex; } }
    11.  
    12.         [SerializeField]
    13.         [ClampAttribute(0, 100)]
    14.         private int m_PrototypeIndex;
    15.  
    16.         [SerializeField]
    17.         private MineableObject m_Prefab;
    18.  
    19.         [SerializeField]
    20.         private Vector3 m_PositionOffset;
    21.  
    22.         [SerializeField]
    23.         private Vector3 m_RotationOffset;
    24.  
    25.  
    26.         public MineableObject CreateTree(Terrain terrain, TreeInstance treeInstance, int treeIndex)
    27.         {
    28.             if(!m_Prefab)
    29.             {
    30.                 Debug.LogError("[TreeCreator] - This tree creator has no tree prefab assigned! | Prototype Index: " + m_PrototypeIndex);
    31.                 return null;
    32.             }
    33.  
    34.             Transform parent = null;
    35.             if(terrain.transform.FindDeepChild("Trees") != null)
    36.                 parent = terrain.transform.FindDeepChild("Trees");
    37.             else
    38.             {
    39.                 parent = new GameObject("Trees").transform;
    40.                 parent.position = terrain.transform.position;
    41.                 parent.SetParent(terrain.transform, true);
    42.             }
    43.  
    44.             Vector3 position = Vector3.Scale(treeInstance.position, terrain.terrainData.size) + terrain.transform.position;
    45.             var tree = GameObject.Instantiate(m_Prefab, position + m_PositionOffset, Quaternion.Euler(m_RotationOffset), parent);
    46.  
    47.             tree.Destroyed.AddListener(()=> On_TreeDestroyed(terrain, treeInstance, treeIndex));
    48.  
    49.             return tree;
    50.         }
    51.  
    52.         private void On_TreeDestroyed(Terrain terrain, TreeInstance treeInstance, int treeIndex)
    53.         {
    54.             treeInstance.widthScale = treeInstance.heightScale = 0f;
    55.             terrain.terrainData.SetTreeInstance(treeIndex, treeInstance);
    56.         }
    57.     }
    58.  
    59.     [RequireComponent(typeof(Terrain))]
    60.     public class TreeManager : MonoBehaviour
    61.     {
    62.         [SerializeField]
    63.         private TreeCreator[] m_TreeCreators;
    64.  
    65.         private Terrain m_Terrain;
    66.         private List<MineableObject> m_Trees = new List<MineableObject>();
    67.         private TreeInstance[] m_InitialTrees;
    68.  
    69.  
    70.         private void Awake()
    71.         {
    72.             m_Terrain = GetComponent<Terrain>();
    73.             m_InitialTrees = m_Terrain.terrainData.treeInstances;
    74.  
    75.             var treeInstances = m_Terrain.terrainData.treeInstances;
    76.  
    77.             for(int i = 0;i < treeInstances.Length;i ++)
    78.             {
    79.                 var creator = GetTreeCreator(treeInstances[i].prototypeIndex);
    80.  
    81.                 if(creator != null)
    82.                     m_Trees.Add(creator.CreateTree(m_Terrain, treeInstances[i], i));
    83.             }
    84.         }
    85.  
    86.         private TreeCreator GetTreeCreator(int prototypeIndex)
    87.         {
    88.             for(int i = 0;i < m_TreeCreators.Length;i ++)
    89.             {
    90.                 if(m_TreeCreators[i].PrototypeIndex == prototypeIndex)
    91.                     return m_TreeCreators[i];
    92.             }
    93.  
    94.             return null;
    95.         }
    96.  
    97.         private void OnApplicationQuit()
    98.         {
    99.             m_Terrain.terrainData.treeInstances = m_InitialTrees;
    100.         }
    101.     }
    102. }
    Let me know more so I can help you with the issue.
    Also, make sure to disable "Enable Tree Colliders"
     
  37. sebasfreelance

    sebasfreelance

    Joined:
    Aug 27, 2015
    Posts:
    217
    Thanks for the tutorial, the backpack looks great!
     
    TheMessyCoder and siblingrivalry like this.
  38. BrotherDrink

    BrotherDrink

    Joined:
    Apr 17, 2017
    Posts:
    7
    Great Job ! but i have a problem with inventory. items in inventory can't be selected. Can you help me ?
     
  39. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Yes sure, which Unity version are you using? Make sure you use 5.5 until we get v0.2 out
     
    BrotherDrink likes this.
  40. txarly

    txarly

    Joined:
    Apr 27, 2016
    Posts:
    197
    thanks for the videos.They are helping a lot of us.I have a question.
    Do you think would be easy to use 2d images for clothing in place of 3d objects?

    You can see what i mean in "the long dark" game(i think they use 2d images).It seems that use layers for the different clothes with 2d images

    thanks
     
    TheMessyCoder likes this.
  41. BrotherDrink

    BrotherDrink

    Joined:
    Apr 17, 2017
    Posts:
    7
    Thank you for your answer, i use unity 5.6. So i'am going to use 5.5. THANK YOU SO MUCH SINCERELY !
     
    Winterbyte312 likes this.
  42. IndieesCo

    IndieesCo

    Joined:
    Dec 13, 2016
    Posts:
    9
    We need system save and load for this asset.

    When is the launch ready?
     
    Last edited: Apr 17, 2017
  43. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    We don't know exactly, but pretty soon, I'm personally working on the package non-stop.
    I'll post a video soon to show some cool stuff we've been working on.
     
  44. siblingrivalry

    siblingrivalry

    Joined:
    Nov 25, 2014
    Posts:
    384
    It is already on sale on the asset store.
     
  45. VisionStudiosUK

    VisionStudiosUK

    Joined:
    Nov 19, 2016
    Posts:
    3
    Hey again. Unfortunately this didnt work but I managed to fix it by adding a prefab which contained the mineable tree script and adding a caspsule collider to that. I then added the prefab to the tree manager script a few times and assigned each one with a different number which must of matched a number assigned to each tree as when I played the game the new prefab and collider spawned under every tree. I hope this helps someone who could be experiancing the same issue :)
     
  46. Johns_Art

    Johns_Art

    Joined:
    Dec 9, 2015
    Posts:
    40
    Last edited: Apr 27, 2017
    CaptainMurphy likes this.
  47. IndieesCo

    IndieesCo

    Joined:
    Dec 13, 2016
    Posts:
    9
    I bought the asset Ultimate survival and I want to congratulate you for your excellent work. It is a perfect asset and still a good price. I only have one small complaint, there is no system to save and load games.
    I was reading in the forums and you recommend using Easy Save. My question is, how do I implement Easy Save with Ultimate Survival ?.

    I hope you can help me and thank you.
     
  48. IndieesCo

    IndieesCo

    Joined:
    Dec 13, 2016
    Posts:
    9
  49. IndieesCo

    IndieesCo

    Joined:
    Dec 13, 2016
    Posts:
    9
    I was reading in the forums and you recommend using Easy Save to save and load game. My question is, how do I implement Easy Save with Ultimate Survival ?. Help me please
     
  50. Brian-Ryer

    Brian-Ryer

    Joined:
    Mar 5, 2013
    Posts:
    40
    IndieesCo. this is coming to the asset in V2 at the end of this month. check out the roadmap here https://trello.com/b/gmNow8UL/ultimate-survival better to wait for them to do an official intergrated save and load than doing this yourself when this asset is still very young to avoid your project breaking when updating. patience is key to a great asset like this.
     
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