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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. doodle911

    doodle911

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    HOLY CRAP.
    Those screenshots looks amazing, well done!
    Can't wait for 0.2!
     
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  2. AngryPixelUnity

    AngryPixelUnity

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  3. Reiner

    Reiner

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    wow looks greate i love your work :)
     
  4. CaptainMurphy

    CaptainMurphy

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    I, personally, would love to see a screenshot of the repository...
     
  5. Cartoon-Mania

    Cartoon-Mania

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    wow.. wow great... I would like to make one suggestion.

    You do major updates at once. How about a minor update? Would not it be nice to add a feature and update it? Is not that good for product management and users?

    Actually I expect 0.3 version more. I need to integrate Invector's third person controller, various AI NPCs. But I do not know when 0.3 will be released. 0.3 Version promises too many features. Will not it take so much time and effort to get to 0.3?
     
  6. AngryPixelUnity

    AngryPixelUnity

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    Hi :)
    We feel we can't move towards our final vision if we release minor updates, because the things we have on the roadmap have to be supported by a better and more robust codebase and framework.

    After 0.3 we won't have major changes to do or large additions, and we'll switch to working how you're suggesting, releasing smaller updates..

    0.3 will be easier to develop because we won't redesign so many things as we did in 0.2. The biggest thing is the MP in 0.3. I don't see potential large setbacks there.

    I couldn't have said the same thing about 0.2 though, we knew it might take longer than expected because of the state 0.1 was in.
     
  7. RemitPrime

    RemitPrime

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    Any chance we can get update before asset store ?
     
  8. AngryPixelUnity

    AngryPixelUnity

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    Yeah will send it manually to people that want it to compensate for the delay. When it's ready.
     
  9. Hlo_man

    Hlo_man

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    i saw that you are a new hand model can you send that by any chanse maybe ?
     
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  10. AngryPixelUnity

    AngryPixelUnity

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    Hands rigged? We have it as a .max file (3ds max)
     
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  11. doodle911

    doodle911

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    How will you be able to verify that the people own the asset?
     
  12. AngryPixelUnity

    AngryPixelUnity

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    Through their invoice number.
     
  13. pushingpandas

    pushingpandas

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    In your screenshots I only see HP and some Power UI? Is Water and Food gone from the ui? Great Idea with the sendout pre assetstore.
     
  14. AngryPixelUnity

    AngryPixelUnity

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    They still exist, you can see them listed in the character window when you open the inventory.
    Not in the HUD though.

    The ones that you see are Health and Stamina
     
    Last edited: Jun 14, 2017
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  15. doodle911

    doodle911

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    I like the new UI!
     
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  16. johny256

    johny256

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    Approximate time until release?
     
  17. AngryPixelUnity

    AngryPixelUnity

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    As soon as possible, I really don't want to say anything, just that we're doing our best.
    We gonna post images with each system as we finish repairing & polishing it. So you can know how close we're to release.
     
  18. doodle911

    doodle911

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    Awesome!
     
  19. erichey

    erichey

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    Screenshots look amazing, can't wait! Looking forward to seeing a video! :)
     
  20. TheMessyCoder

    TheMessyCoder

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    Hi man, loving the new textures and arms models. very clean UI.

    Regarding adding stats to the hud, it was very easy with US 0.1 to add to the UI, I assume that it will still be easy with 0.2
     
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  21. Brandon_Powell

    Brandon_Powell

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    Thanks @twodave @EvansSoftware for the help earlier, i learned a ton working through that one, and am now happily playing with my persistent voxel zen garden... @Winterbyte312 The work looks awesome, and i'm definitely looking forward to your proper integration of voxeland, my code works eventually, but usually looks like i use a hacksaw instead of visual studio :)
     
  22. Walton

    Walton

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    Hi can i just say what a great asset this is, been fun learning to use following @TheMessyCoder tut's cannot wait for release 0.2. can some one please explain how the campfire works i am able to craft it and add to the scene but the flames particle affect does not work... play on awake is turned on in the inspector... Thanks again
     
  23. Brandon_Powell

    Brandon_Powell

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    the campfire will only light up while you are cooking something in it, for light you want to craft a torch or a lamp
     
  24. Gunsrequiem

    Gunsrequiem

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    @Winterbyte312,

    I know you guys are extremely busy, but I was hoping you might be able to take a quick look at the current state of my project and see if you have any thoughts as to whether I'll be able to easily switch to the third-person support in version 0.3 utilizing the current setup that I have. Pavel, you helped me before with the raycasts, and thankfully I finally got them perfect. I just need to create the Active Camera variable you mentioned so that it switches based on which camera is active. Anyhow, if you think it's better that I wait for 0.3 before going further with my third-person implementation, I can do so. There are still a lot of things that I want to work on (environment, level design, enemy AI, so on and so forth). If you think the final product utilizing 0.3 will be a lot more fluid and dynamic than what I currently have, I think it might be worth waiting for.

    Any thoughts you can provide would be much, much appreciated. Thanks!

     
    Last edited: Jun 15, 2017
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  25. Walton

    Walton

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    Thanks @Brandon_Powell
    Now i understand:)
     
  26. Walton

    Walton

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    How to change the loot items of a Boar or chicken when it dies??
     
  27. gegebel

    gegebel

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    the animals have a script on the pelvis, there you can change the loot
     
  28. chiefarchon

    chiefarchon

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    Hi there
    I would would be very gratefull to know how to set up Speedtrees so they can be chopped. I am also using Gaia, which places the trees automatically.
     
  29. AngryPixelUnity

    AngryPixelUnity

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    Yes.

    Haha :)
     
  30. gegebel

    gegebel

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    The terrain needs a script called TreeManager. Set up the index in the Inspector, done. Don't forget to disable tree colliders on terrain.
     
  31. AngryPixelUnity

    AngryPixelUnity

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    You can find it in the documentation. Attach a TreeManager script to the Gaia terrain(s) and set it up like we did in the built in "Forest" scene (it's simple).

    Furthermore, you may be experiencing a problem for terrains that are offseted and not at 0,0,0 position. So replace the TreeManager script's content 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. }
     
  32. AngryPixelUnity

    AngryPixelUnity

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    Find their Pelvis bone and you'll see a LootObject script attached, that's the one you need. As gegebel said.
     
  33. AngryPixelUnity

    AngryPixelUnity

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    I'll say go ahead and implement your third person mode, If you follow the structure we've talked about earlier, you will be fine. Regardless, I'll help you convert your system if needed when we release 0.3.
     
  34. AngryPixelUnity

    AngryPixelUnity

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    -------------------------------------------->
    Hey guys I was thinking to jump right in polishing and finishing the new UI and then showing some screenshots and then move on the next systems and show screenshots, etc. I wanted to create a video with swimming but that will only eat our time and delay the submission date, I think :)
     
  35. Gunsrequiem

    Gunsrequiem

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    Thanks! I really appreciate that :D

    Also, I'm really looking forward to seeing how the new UI looks. Your pictures showed us mostly what the swimming will look like in terms of quality--let's see that UI and the new systems! :)
     
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  36. gegebel

    gegebel

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    Since you're polishing the UI, could you make the toolbar fade when not using it? would look cleaner imo. Just an idea.
     
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  37. AngryPixelUnity

    AngryPixelUnity

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    Awesome idea, will do.
     
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  38. uni7y

    uni7y

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    maybe you could make it an option, I like the idea but can imagining that not everyone would like it ;)
     
    Last edited: Jun 15, 2017
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  39. AngryPixelUnity

    AngryPixelUnity

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    Yeap I was thinking the same thing, to make it an option.
     
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  40. UltraTM

    UltraTM

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    An ingame option would be nice. Which is beeing saved then also
     
  41. chiefarchon

    chiefarchon

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    Thanks Its working now :p
     
    Last edited: Jun 15, 2017
  42. jesseganey

    jesseganey

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    Have my invoice and patiently waiting. Love this asset and am eager to se .2
    God speed Winterbyte.
     
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  43. Walton

    Walton

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    @gegebel Thank you for the answer
     
  44. Walton

    Walton

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    Thanks @Winterbyte312
     
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  45. nielshenriksen

    nielshenriksen

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    I want I want I want I want :D
     
  46. uni7y

    uni7y

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    me too :)
     
  47. jesseganey

    jesseganey

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    Apr 26, 2017
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    me to me to me to
     
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  48. nielshenriksen

    nielshenriksen

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    How can I add more hotbar icons in the bottom? Now there are 6 but I want 10.
     
  49. AngryPixelUnity

    AngryPixelUnity

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    Male_Player --> Inventory Controller --> Increase Hotbar Size.
     
  50. nielshenriksen

    nielshenriksen

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    Super :) Thanks
     
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