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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. BackwoodsGaming

    BackwoodsGaming

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    Jan 2, 2014
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    Love the sound of this!
     
    AngryPixelUnity likes this.
  2. Cartoon-Mania

    Cartoon-Mania

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    Mar 23, 2015
    Posts:
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    @Winterbyte312 thank you that's great! I plan to integrate the invector controller, TonyLi'Dialogu System, Quest Machine, Love and Hate, EBS, and Emerald 2.0 , Easy Save.....Is it right to do this after 0.2? I think I will be asking a lot of questions about integration at the time. So I say in advance. I am sorry to bother you.
     
    Last edited: Nov 29, 2017
    jesseganey likes this.
  3. jesseganey

    jesseganey

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    Apr 26, 2017
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    That rocks now its starting to feel alot like Christmas. Thanks so much for all your hard work. Cant wait.
     
    freshmeat911 likes this.
  4. JMyerscough

    JMyerscough

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    Jul 12, 2012
    Posts:
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    Out of curiosity, how do you plan on integrating invector? there are a lot of systems for invector that i like (specifically a fan made rpg system on their forums and a double jump script, spell system etc) that would be great with US but I prefer US' gun system.

    I wouldn't know the first thing about mixing Invector's character controller with US character controller.
     
  5. freshmeat911

    freshmeat911

    Joined:
    Nov 3, 2016
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    ok so I finally tried to use @TheMessyCoder 's tutorial for voxeland but now for some reason I cant access anything in the inventory.... Not sure what I did or what happened. Anyone have any ideas? I feel like I may have messed something up but I didn't change anything and even did it in a new project
     
  6. freshmeat911

    freshmeat911

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    Nov 3, 2016
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    however I'm now getting an error that "ArgumentException: Input Axis Horizontal UI is not setup" WTF?!?!
     
  7. freshmeat911

    freshmeat911

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    Nov 3, 2016
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    never mind I figured it out lol I just had to delete the "standalone input module" script and re-add it because the axis are no longer referred to as UI ie: "horizontal ui" etc. Now I feel stupid again :(
     
  8. Apposl

    Apposl

    Joined:
    Nov 27, 2017
    Posts:
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    Just purchased and loaded it up into a new project - curious if these 8 errors are normal:

    And 12 of these loading up the demo Forest scene:

    Amazing kit. Well done. Thank you!
     
  9. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    Hi,
    For the errors, replace what's in the AIGroup script with this:
    Code (CSharp):
    1. using System.Collections.Generic;
    2. using UnityEngine;
    3. using UnityEngine.AI;
    4.  
    5. namespace UltimateSurvival.AI
    6. {
    7.     public class AIGroup : MonoBehaviour
    8.     {
    9.         public enum SpawnMode { AtNight, AtDaytime, AllDay }
    10.  
    11.         [SerializeField]
    12.         private Color m_GroupColor;
    13.  
    14.         [SerializeField]
    15.         [Space()]
    16.         private bool m_EnableSpawning = true;
    17.  
    18.         [SerializeField]
    19.         private bool m_MakeAgentsChildren = true;
    20.  
    21.         [SerializeField]
    22.         private GameObject[] m_Prefabs;
    23.  
    24.         [SerializeField]
    25.         [Space()]
    26.         [Clamp(0f, 30f)]
    27.         private float m_GroupRadius = 10f;
    28.  
    29.         [SerializeField]
    30.         [Clamp(0, 5)]
    31.         private int m_MaxCount = 3;
    32.  
    33.         [SerializeField]
    34.         [Space()]
    35.         private SpawnMode m_SpawnMode;
    36.  
    37.         [SerializeField]
    38.         [Clamp(3f, 120f)]
    39.         private float m_SpawnInterval = 30f;
    40.  
    41.         private float m_LastUpdateTime;
    42.         private List<Vector3> m_SpawnPoints = new List<Vector3>();
    43.         private List<EntityEventHandler> m_AliveAgents = new List<EntityEventHandler>();
    44.         private Transform m_Player;
    45.  
    46.  
    47.         private void Start()
    48.         {
    49.             for(int sp = 0; sp < m_MaxCount; sp ++)
    50.             {
    51.                 var randomPos = transform.position + new Vector3(Random.insideUnitCircle.x, 0f, Random.insideUnitCircle.y) * m_GroupRadius;
    52.  
    53.                 NavMeshHit navMeshHit;
    54.                 if(NavMesh.SamplePosition(randomPos, out navMeshHit, 10f, NavMesh.AllAreas))
    55.                     randomPos = navMeshHit.position;
    56.  
    57.                 m_SpawnPoints.Add(randomPos);
    58.  
    59.                 TrySpawn();
    60.  
    61.                 //Debug.DrawRay(randomPos, Vector3.up * 5f, Color.red, 5f);
    62.             }
    63.  
    64.             m_Player = GameController.LocalPlayer.transform;
    65.         }
    66.  
    67.         private void Update()
    68.         {
    69.             bool shouldSpawn =
    70.                 m_EnableSpawning &&
    71.                 Time.time > m_LastUpdateTime &&
    72.                 m_AliveAgents.Count < m_MaxCount &&
    73.                 Vector3.Dot(m_Player.forward, transform.position - m_Player.position) < 0f;
    74.  
    75.             if(shouldSpawn)
    76.                 TrySpawn();
    77.         }
    78.  
    79.         private void TrySpawn()
    80.         {
    81.             // Spawn conditions.
    82.             bool spawnAllDayCondition = m_SpawnMode == SpawnMode.AllDay;
    83.             bool nightCondition = TimeOfDay.Instance.State.Get() == ET.TimeOfDay.Night && m_SpawnMode == SpawnMode.AtNight;
    84.             bool daytimeCondition = TimeOfDay.Instance.State.Get() == ET.TimeOfDay.Day && m_SpawnMode == SpawnMode.AtDaytime;
    85.             bool canSpawn = spawnAllDayCondition || nightCondition || daytimeCondition;
    86.  
    87.             if(!canSpawn)
    88.                 return;
    89.  
    90.             m_LastUpdateTime = Time.time + m_SpawnInterval;
    91.  
    92.             // Spawning logic.
    93.             var randomPos = m_SpawnPoints[Random.Range(0, m_SpawnPoints.Count)];
    94.             var randomPrefab = m_Prefabs[Random.Range(0, m_Prefabs.Length)];
    95.  
    96.             var cannibalObject = Instantiate(randomPrefab, randomPos, Quaternion.Euler(Vector3.up * Random.Range(-360f, 360f)));
    97.             var agent = cannibalObject.GetComponent<EntityEventHandler>();
    98.  
    99.             if(m_MakeAgentsChildren)
    100.                 cannibalObject.transform.SetParent(transform, true);
    101.  
    102.             if(agent != null)
    103.             {
    104.                 m_AliveAgents.Add(agent);
    105.                 agent.Death.AddListener(()=> On_AgentDeath(agent));
    106.             }
    107.  
    108.             agent.GetComponent<NavMeshAgent>().Warp(randomPos);
    109.         }
    110.  
    111.         private void On_AgentDeath(EntityEventHandler agent)
    112.         {
    113.             m_AliveAgents.Remove(agent);
    114.         }
    115.  
    116.         private void OnDrawGizmosSelected()
    117.         {
    118.             Color prevCol = Gizmos.color;
    119.  
    120.             Gizmos.color = m_GroupColor;
    121.             Gizmos.DrawSphere(transform.position, m_GroupRadius);
    122.  
    123.             Gizmos.color = prevCol;
    124.         }
    125.     }
    126. }
    127.  
    Let me know if it gets rid of them.
     
    Apposl likes this.
  10. wagnerlee

    wagnerlee

    Joined:
    Oct 18, 2017
    Posts:
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    Truly cant wait for 0.2/0.3 :) looking very forward to this
     
    Kalle801 and AngryPixelUnity like this.
  11. tangyi

    tangyi

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    Sep 10, 2015
    Posts:
    1
    Truly cant wait for 0.2:)
     
  12. JMyerscough

    JMyerscough

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    Jul 12, 2012
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    Is the Trello currently accurate?
     
  13. AngryPixelUnity

    AngryPixelUnity

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    Oct 25, 2016
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    It is not accurate, I will update it in about 5-7 days after I'm done with a few systems.
     
  14. freshmeat911

    freshmeat911

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    Nov 3, 2016
    Posts:
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    If it's still at 90/140 then apparently not cause cause @Winterbyte312 has said he has done a bunch of things since I saw that number a couple weeks ago
     
  15. JMyerscough

    JMyerscough

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    Jul 12, 2012
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    Ah okay cool. I check it maybe once a month or so, so I wasn't sure. :p
     
  16. test19user66

    test19user66

    Joined:
    Dec 31, 2016
    Posts:
    14
    hi all!
    i have optimization problem in US. I create a new scene and build a new map. FPS is over 70 but when i add a Male_Player and UI my FPS over 4 - 8. (Small or Large map, whatever FPS not changed)
     
  17. gegebel

    gegebel

    Joined:
    Jan 29, 2014
    Posts:
    469
    That's not helping much as we don't know how your scene is working or set up.
    There's a cool tool in unity which is called Profiler, maybe you should make friends with it, it's really helpful :D

    LINK
     
  18. Apposl

    Apposl

    Joined:
    Nov 27, 2017
    Posts:
    44
    Thank you so much, that worked great. Wasn't sure it was even causing a problem, just thought I'd ask!

    Oops, still getting just this one:

    Doesn't seem to be bothering running around and having fun in the demo though. :) I am curious while I am here - at night, it is very dark around me, but in the distance I can see trees lit up, and they darken as I get closer - what do I need to study to understand what is causing that and how to change/tinker with? Obviously I'd like them not lit up in the distance unless there's like a fire or something nearby.

    THANKS!

     
  19. freshmeat911

    freshmeat911

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    Nov 3, 2016
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    Has anyone gotten the voxeland integration working?
     
  20. gegebel

    gegebel

    Joined:
    Jan 29, 2014
    Posts:
    469
    your error is caused by some bug in Unity. All you need to do is delete the navmesh on the animals and put new one on them. Worked for me.
    Your tree issue is probably due to LOD or some shader, or both. probably LOD though. Sometimes it works to get dark fog around the player at about 250m+ at night to counter the effect.
     
    Apposl likes this.
  21. MakeGames2

    MakeGames2

    Joined:
    May 23, 2016
    Posts:
    82
     
  22. Apposl

    Apposl

    Joined:
    Nov 27, 2017
    Posts:
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    Ahh thank you so much, the LOD/shader tip helps considerably. :) And super appreciate the tip on the dark fog, interesting counter to the problem and I like it!
     
  23. freshmeat911

    freshmeat911

    Joined:
    Nov 3, 2016
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    yes there are a couple of people who have tried this and we all get to the same point....trees will work but then you cant dig!!!
     
  24. Saiga308

    Saiga308

    Joined:
    Jun 14, 2015
    Posts:
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    Just set the Voxeland terrain type to Cliff (or dirt, or whatever), otherwise you'll just hack away the grass by default.

    Set this before you do the ray check.

    Code (CSharp):
    1. m_Voxeland.grassTypes.selected = -1;
    2. m_Voxeland.landTypes.selected = 0;
    3. m_Voxeland.objectsTypes.selected = -1;
     
  25. mwituni

    mwituni

    Joined:
    Jan 15, 2015
    Posts:
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    Whoa ... thanks.
    I think quite a few of us have been asking for that! ... it'll make the asset even more popular!
     
  26. mwituni

    mwituni

    Joined:
    Jan 15, 2015
    Posts:
    345
    I've had a few conversations with Opsive re US integration ... he is keen to integrate it with US, but waiting for 0.2 to be released. Out-of-box integration is always first prize.
    Of course he'll be more keen knowing it's bringing more sales ... so maybe consider PM'ing him and let him know you heard he is thinking to integrate it, and you're also keen on getting that.

    Also, if you scroll back in the forum you'll see a cool video by a user on their integration.
     
    Kats4 likes this.
  27. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    I had Voxeland integration and tree chopping working but I just got MapMagic and it stopped working again I keep yall posted.
     
    freshmeat911 likes this.
  28. freshmeat911

    freshmeat911

    Joined:
    Nov 3, 2016
    Posts:
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    I also have mm and voxel so it' been tricky getting them all working together with US. So far no luck from me
     
  29. Apposl

    Apposl

    Joined:
    Nov 27, 2017
    Posts:
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    Does Voxeland actually allow a player to dig like they would in Minecraft? Is that functionality hard to achieve coding-wise or are there like tutorials on accomplishing that?
     
    Will-D-Ramsey likes this.
  30. gegebel

    gegebel

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    Jan 29, 2014
    Posts:
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    It's like minecraft, it's also easy to integrate. I don't like the fact you can dig everything though, even trees. I think it's a cool asset but it doesn't go far enough in differentiating assets. It's all just blocks, even trees and flowers.
     
    BackwoodsGaming and Apposl like this.
  31. Apposl

    Apposl

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    Thank you so much. That's interesting and I appreciate you bringing up the point on it all being blocks.
     
  32. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
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    I had it setup so you could dig through the land with the pickaxe but you couldn't cut down a tree without the axe.
     
    freshmeat911 likes this.
  33. cjdunsmoor

    cjdunsmoor

    Joined:
    Nov 22, 2017
    Posts:
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    I followed the tutorial by @TheMessyCoder for easy build intergaration but the ladders when placed were not climable. Did anyone else have this problem and if so were you able to fix it?
     
  34. jesseganey

    jesseganey

    Joined:
    Apr 26, 2017
    Posts:
    77
    how to get animals ive added to work with u.s.
     
  35. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
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    I would say the best thing to do whenever you get stuck with something with Ultimate Survival is to go out and look at @TheMessyCoder's YouTube playlist for making a game with Ultimate Survival. I think video 6 in the playlist should be what you are looking for. Whether the NPCs are people or animals, most (if not all) of the setup should be pretty much the same as far as US is concerned. @TheMessyCoder has everything out there from working with vehicles, integrating UMA character system for NPCs, filling water bottles. All kinds of cool S***.

    So if you run into problems, that would be my first stop even before coming here to the forums.

    I would assume your problem may have something to do with creating your navmesh, if I had to guess. But pop into his playlist and follow the npc video and make sure you have done everything. If you do everything there and it still doesn't work, a little more info regarding where you are stuck at will help people help you a bit better. :)
     
  36. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
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    I Have done this now on 5 projects. Each identical.

    Always the same result = if you can use voxeland logic on trees then it won't work on land.
    When it stops working on trees then it works on land.

    This is so odd!!!
     
  37. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
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    Yep we are all waiting for 0.2
    I started playing with adding opsive but just waste of time until 0.2 comes out.
     
    mwituni and BackwoodsGaming like this.
  38. BackwoodsGaming

    BackwoodsGaming

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    Jan 2, 2014
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    Ditto with Ootii. I started to but then threw my hands up. Hopefully, some of the changes @Winterbyte312 is working on with 0.2 will make the process of swapping out the built-in FPS controller for 3rd party FPS/Third Person Controllers. At least that is my hopes. :) (I know, @TheMessyCoder. You told me to wait but I didn't listen. heheh)
     
  39. TechSins

    TechSins

    Joined:
    Feb 16, 2015
    Posts:
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    How would i fix this error?

    A game object can only be in one layer. The layer needs to be in the range [0...31]
    UnityEngine.GameObject:set_layer(Int32)
    UltimateSurvival.Ragdoll:Disable() (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival/Damage System/Ragdoll.cs:68)
    UltimateSurvival.Ragdoll:Awake() (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival/Damage System/Ragdoll.cs:76)
    UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
    UltimateSurvival.AI.AIGroup:TrySpawn() (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival.AI/Gameplay/AIGroup.cs:96)
    UltimateSurvival.AI.AIGroup:Start() (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival.AI/Gameplay/AIGroup.cs:59)
     
  40. OZAV

    OZAV

    Joined:
    Aug 9, 2013
    Posts:
    196
    So ... what are the Christmas main features (here, please, without the going to trello).
    Also - is the Grappling Hook coming in 0.2, or 0.3 ?
    Thanks.
    GrapplingHook-FC4.JPG
     
  41. Tankinstein509

    Tankinstein509

    Joined:
    Oct 20, 2017
    Posts:
    3
  42. jesseganey

    jesseganey

    Joined:
    Apr 26, 2017
    Posts:
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    the problem is with creating the ragdoll.I cant get the bones to work . I drag and drop the into the pop up box but they dont appear in the box. Thanks for any help.
     
  43. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    The 0.1 ragdoll wizard works only for humanoids. For animals you'd have to use the Game Object - 3D Object - Ragdoll... wizard. Afterwards, if you get weird bone rotations, tweak the joint settings on the bones with the issue.
    However, you can disable the Ragdoll death mechanic in the EntityDeathHandler component, and use a death animation.
     
  44. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
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    Replace the project settings with the ones I've attached, let me know if the errors are gone.
    https://drive.google.com/open?id=1a05BEk5ICacBiX01XzYcHwLDbgt4-E15
     
  45. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
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    - Save & Load
    - Main menu
    - Swimming
    - Improved building system (has destruction anims, you can use the hammer to rotate, move, destroy, it's easier to use)

    - Improved AI (reacts to all sounds, polished animations, new waypoint & spawn systems, uses the procedural nav mesh system for situations like chasing the player in a custom building)

    - New inventory systems (custom workbenches, "portable" item containers)
    - A lot of new weapons (grenade, molotov cocktail, scoped rifle, Machete, Flashlight, etc.)
    - Weapon reloading
    - Spring based camera & weapon motion

    There are a lot more but I'll stop here.
    The grappling hook might be a good fit in 0.3 as we plan on expanding the island map to allow for more verticality.
     
  46. AngryPixelUnity

    AngryPixelUnity

    Joined:
    Oct 25, 2016
    Posts:
    816
    Which Unity version are you using? If it happens only in a custom map, send me a screenshot with the scene hierarchy, otherwise I'd have to take a look through Team Viewer.
     
  47. johny256

    johny256

    Joined:
    Mar 3, 2015
    Posts:
    194
    Ultimate survival -Integration Landscape Auto material ,.Please
     
  48. Tankinstein509

    Tankinstein509

    Joined:
    Oct 20, 2017
    Posts:
    3
    2017.3.0b5 is my Unity version. it happens every time I add something custom to the map, but immediately if i use custom maps.

    https://i.imgur.com/rdqtjhA.png here's my hierarchy

    I also can't move on custom maps. I'm stuck in one place and sometimes when I make a custom map I spawn under the ground :D
     
    Last edited: Dec 3, 2017
  49. bigd53618

    bigd53618

    Joined:
    Sep 23, 2017
    Posts:
    18
    When will we see .2?
     
  50. bigd53618

    bigd53618

    Joined:
    Sep 23, 2017
    Posts:
    18
    Im new to this and cant raed to good but can some one help me out

    How can i make this in to a 2 player game?
     
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