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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. pushingpandas

    pushingpandas

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    No new building system? So 0.2 is just fancy swimming and load/save?
     
  2. AngryPixelUnity

    AngryPixelUnity

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    Everything has been improved, including the building system.https://trello.com/c/OYmONzQA/69-building-system
    I was talking about another approach to coding it, so we can have a better workflow.
     
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  3. AngryPixelUnity

    AngryPixelUnity

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    What do you mean exactly?
     
  4. JakeeYeXe

    JakeeYeXe

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    is the door bug also fixed?

    Sometimes you cant open a door if you insight.
     
  5. AngryPixelUnity

    AngryPixelUnity

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    Yes
     
  6. gegebel

    gegebel

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    Are the buttons in the Menu actually linked to anything or just buttons doing nothing ?
     
  7. AngryPixelUnity

    AngryPixelUnity

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    Some are, some aren't. Will have to link everything after I finish the in-game functionalities.
     
  8. Reiner

    Reiner

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    looks awesome! i like the shooting in the barrel :D
     
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  9. pushingpandas

    pushingpandas

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    with 0.2?
     
  10. EvansSoftware

    EvansSoftware

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    It's been a while but if you can't wait and I remember correctly the problem is due to the size of the collider on the door as the hit was not always being detected. Try adjusting the size until you get reliable detection.
     
  11. RobsonFMaciel

    RobsonFMaciel

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    @Winterbyte312
    For the Construction System, in Trello it is written: Enhance the stability algorithm

    What does it mean? When a foundation is destroyed, all above will be? Can you give details?
     
    Last edited: Aug 7, 2017
  12. nielshenriksen

    nielshenriksen

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    The most importent for me is hooks so we can easy create new functionality
     
  13. gegebel

    gegebel

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    That was already in with 0.1. See Stability
     
  14. RobsonFMaciel

    RobsonFMaciel

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    The question for @Winterbyte312 is about 0.2, because in 0.1 it does not work.
     
  15. VladimirRad

    VladimirRad

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    Hello Winterbyte! You promised to make a video about weapons in 0.2. When will the video come out?
     
  16. AngryPixelUnity

    AngryPixelUnity

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    I think I'm gonna finish them in a few days.

    Yes, it means that. But to it are linked things like animations when pieces collapse, event-based stability check vs checking every frame, etc.
     
  17. RobsonFMaciel

    RobsonFMaciel

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    Great. Anxious to work with 0.2 :D
     
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  18. hsxtreme

    hsxtreme

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    Resolved the bug in which the shadows of the environment did not shade the weapon and arm of the player?
     
  19. AngryPixelUnity

    AngryPixelUnity

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    I'm planning on fixing it as I'm finishing the weapons. You'll see in the video if I managed to solve it or not.
     
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  20. paulojsam

    paulojsam

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    will the player have full body awareness also, even in multiplayer
     
  21. Old_Wolf

    Old_Wolf

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    Remember in 0.1, we could'nt place items on the ground from our inventory. Thats what I meant. I'll be happy if we can do that. I have a way of doing it now, but it is not elegant.
     
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  22. AngryPixelUnity

    AngryPixelUnity

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    Full body awareness and third person coming in 0.3 / MP update, as it was scheduled from the beginning:
    https://trello.com/b/gmNow8UL/ultimate-survival

    You mean placing all items like food, resources, etc? If so, I'm not familiar with this mechanic, you are able to drop the items but you can only place building pieces or interactable objects like campfires and furnaces. Maybe you can explain more so I can understand the possible use cases.
     
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  23. JMyerscough

    JMyerscough

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    Will you be able to drop items to trade in 0.3?
     
  24. AngryPixelUnity

    AngryPixelUnity

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    We'll think about all that when we start on 0.3.
     
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  25. Supgarn

    Supgarn

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  26. AngryPixelUnity

    AngryPixelUnity

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    Because I'm working on "Finish & polish all the weapons". And as I said it's going to take a few days.
    Every task from there is a large portion, not a simple thing to do.
     
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  27. xxhaissamxx

    xxhaissamxx

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    release date and final price ?
     
  28. JakeeYeXe

    JakeeYeXe

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    @Winterbyte312 will the update for buyers of 0.1 very expansive? :/
     
  29. AngryPixelUnity

    AngryPixelUnity

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    I guess you mean expensive? You won't pay anything for the upgrade
     
  30. VladimirGameStudio

    VladimirGameStudio

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    I want to leave and the 0.2, how long it takes to leave.
     
  31. AngryPixelUnity

    AngryPixelUnity

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    What do you mean?

    The asset will cost 49.99$ when 0.2 will be out. Release date not sure at this point. As soon as these are done: https://trello.com/c/vtlx0mUF/103-to-do-after-the-crash Working on the weapons at the moment.
     
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  32. VladimirGameStudio

    VladimirGameStudio

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    I mean that all the time is left to release version 0.2
     
  33. Candac59

    Candac59

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    Hi,


    Has anyone managed to make trees "minable" with MapMagic?
     
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  34. JakeeYeXe

    JakeeYeXe

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    @Winterbyte312 with this assset you can go 90$ and this will be cheap ^^
     
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  35. gegebel

    gegebel

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    It does work with MapMagic, but it has limits.
    Limits is you must enable all needed terrain tiles and configure Tree Manager for every single Terrain tile.
    You will also need to add a line of code after line 44 in "TreeManager.cs":
    Code (CSharp):
    1. m_PositionOffset = new Vector3(terrain.transform.position.x, terrain.transform.position.y, terrain.transform.position.z);
     
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  36. Candac59

    Candac59

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    Super it's work :) Thanks you !
     
  37. Candac59

    Candac59

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    I take this opportunity to ask you another question, is it possible to use the mesh collider in place of the capsul collider?
     
  38. AngryPixelUnity

    AngryPixelUnity

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    Yes, go to the Empty_Tree prefab and attach a mesh collider using your desired mesh.
     
  39. Candac59

    Candac59

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    Thanks you :)
     
  40. gegebel

    gegebel

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    Yes, I wouldn't recommend using a mesh collider though, has it's far heavier on resources.
    I managed to create huge forests with thousands of trees (8 different prefabs) with a better ambiant occlusion using capsules.
     
  41. gegebel

    gegebel

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    @Winterbyte312 you showed shooting barrels with a shotgun, and it would drip water. would it also work with arrows or spears ?
     
  42. AngryPixelUnity

    AngryPixelUnity

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    Atm, everything that sends the damage event with a direction and hit point will work -- almost all weapons.
     
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  43. Candac59

    Candac59

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    This does not work well with the mesh collider because with MagicMap the trees are generating with different sizes and the mesh collider keeps the basic size 1 * 1

    And I think the problem will be the same with the capsul collider?
     
  44. RobsonFMaciel

    RobsonFMaciel

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    Does this problem only occur when trees are placed on the ground by MapMagic? If I use eg EasyScatter to populate the terrain does the problem occur as well?
     
  45. AngryPixelUnity

    AngryPixelUnity

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    You have to scale the Empty Tree as well then, by the same amount, not sure how you find the tree scale from Map Magic as I haven't used it.
     
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  46. Candac59

    Candac59

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    I changed the parameters so that my trees have the same size between them and I put the mesh collider of the trunk to have the least problem possible and it seems to work well :)
     
  47. gegebel

    gegebel

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    I'm not sure how EasyScatter is working with MapMagic, since MapMagic is using several terrains, I guess the problem is the same.
    My problem was that I'm using different biomes and I would have to configure all terrains by hand. Either you limit your terrain to a specific size or amount or you'll start having problem if using infinite terrains.
     
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  48. RobsonFMaciel

    RobsonFMaciel

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    I understand, I'm going to run some tests and post the results here when I'm done.
    Tks
     
  49. reocwolf

    reocwolf

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    I'm excited for 0.2 guys, keep up the good work.
     
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  50. MakeGames2

    MakeGames2

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    I posted something somewhere much earlier in this thread that would resize them when the tree was spawned. I'm not sure how accurate it was but it seemed to work to chop them anyway. Shooting them would put the holes floating above them a bit and I didn't mess with it any further to fix that.

    https://forum.unity3d.com/threads/r...survival-template.442016/page-20#post-2990690
     
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