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Simple Town, Military, People, Zombies, Cars, Building and more ...

Discussion in 'Assets and Asset Store' started by syntystudios, Feb 12, 2015.

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What pack would you like next?

Poll closed Jul 8, 2015.
  1. Simple Farm

    15 vote(s)
    30.6%
  2. Simple Airport

    23 vote(s)
    46.9%
  3. Simple Harbour

    10 vote(s)
    20.4%
  4. Simple Racer

    9 vote(s)
    18.4%
  5. Simple Industrial

    14 vote(s)
    28.6%
  6. Simple Suburbs

    15 vote(s)
    30.6%
  7. Simple Rails

    8 vote(s)
    16.3%
  8. Simple Construction

    4 vote(s)
    8.2%
  9. Simple Roads

    5 vote(s)
    10.2%
  10. Simple Characters

    7 vote(s)
    14.3%
Multiple votes are allowed.
  1. syntystudios

    syntystudios

    Joined:
    Dec 3, 2013
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    555
    Hello, try an Euler Filter in the curve editor in Maya. If this doesn't help let us know. We are currently investigating a new rig which will replace all the old rigs.
     
  2. syntystudios

    syntystudios

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    Hello, there are different animations per pack. Simple People and Simple Military contain a list of animations included. We are looking into motion capture as an option for more animations and re-doing the rig for the characters to solve some issues. ETA is hard to give at this time, but it’s a high priority.
     
  3. syntystudios

    syntystudios

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    Yes you can :) There is a readme doc in the main directory in the Military pack. Let us know if this helps.
     
  4. syntystudios

    syntystudios

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    Hello, try an Euler Filter in the curve editor in Maya. If this doesn't help let us know. We are currently investigating a new rig which will replace all the old rigs.
     
  5. syntystudios

    syntystudios

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    Hello :)
    We want to expand on military in the future. We also have plans for Simple War which will be WW1 and 2 focused.
     
  6. syntystudios

    syntystudios

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    Dec 3, 2013
    Posts:
    555
    Hi,
    We create all model assets in Maya. Use Unity snapping for object placement (Free). We use pro grids ourselves (can buy on the store). We currently don't have any naked characters, but we have some coming soon with Simple Characters that are wearing swim suits. We might be able to make some naked ones as well.
     
  7. syntystudios

    syntystudios

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    Dec 3, 2013
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    Hello, we create all model assets in Maya. Use Unity snapping for object placement (Free). We use pro grids ourselves (can buy on the store). We currently don't have any nude characters, but we have some coming soon with Simple Characters that are wearing swim suits. We might be able to make some nude ones as well.
     
  8. syntystudios

    syntystudios

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    Dec 3, 2013
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    Hello,

    This isn't something we have planned but we have added it to the to do list. It's low priority at the moment though and we can't give a time frame.
     
  9. syntystudios

    syntystudios

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    Dec 3, 2013
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    Hello, try an Euler Filter in the curve editor in Maya. If this doesn't help let us know. We are currently investigating a new rig which will replace all the old rigs.
     
  10. Novez

    Novez

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    Jun 3, 2014
    Posts:
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    It worked! Thanks a lot :)
     
  11. paulojsam

    paulojsam

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    Jul 2, 2012
    Posts:
    570
    Speaking of Thanks a lot, here its me using the latest great Simple City asset!

     
    Malbers likes this.
  12. syntystudios

    syntystudios

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  13. syntystudios

    syntystudios

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    Nice, looking good :)
     
  14. syntystudios

    syntystudios

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    NP :)
     
  15. DanielGilbert

    DanielGilbert

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    Feb 14, 2015
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    11
    Hi,

    first of all, thanks for the great assets. They are really cool! I thought the reply might interest other people, too, so I'm posting my question here:

    What would be the correct way to fix the "z orientation" issue with the cars in the asset? Atm, I use the taxi, and I created an empty GameObject. In this GameObject, I placed the taxi, and rotated it 180° (only the body, so I broke up the child dependency of the wheels, and added them afterward as children again.). Then I added empty GameObjects for each wheel mesh, so I could seperate mesh and wheel collider.

    I end up with a car, that drives in the right direction (yay!), turns in the right direction (yay!), but when turning right, it actually leans to the right, which is kinda wrong. You would expect a car that turns right to get lower on the left side. When applying braketorque, the car actually goes down in the back, which is also, well, weird.

    Maybe it's just me and I did mix things up, but could you post a small tutorial how to actually make the separated car prefabs work with wheelcolliders and rigidbody?
     
  16. syntystudios

    syntystudios

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    Hello, we are looking at adding Z facing versions in the coming weeks :)
     
    DanielGilbert likes this.
  17. DanielGilbert

    DanielGilbert

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    Feb 14, 2015
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    Yay! That's great news, looking forward to the update! :)
     
  18. Cnc96

    Cnc96

    Joined:
    Dec 17, 2013
    Posts:
    57
    @syntystudios Hi, I'm currently working on a project and I'm using Simple Town and People as assets in it. I was wandering if it's at all possible to get the Helicopters from Simple Airport as a separate asset package (which I'm willing to pay for) outside of the larger Airport pack?
     
  19. syntystudios

    syntystudios

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    Dec 3, 2013
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    Hello, unfortunately managing individual asset packs is too time consuming. Sorry we are unable to help with this.
     
  20. Hangar11Studios_David

    Hangar11Studios_David

    Joined:
    Mar 26, 2016
    Posts:
    23
    Hi,
    @syntystudios
    Can you update the asset simple military and add a gun bullet in it and separate the gun on the top of the tank turret and apc?

    One more question can you teach me how to use the animations?
     
    Last edited: Sep 4, 2016
  21. K-16Games

    K-16Games

    Joined:
    Apr 17, 2014
    Posts:
    20
    I would also love to see some more animations updated into the zombie pack. The controller is updated to 5.0, which is nice, I have been copying animations from simple military over to the zombies, but some extra movements other than a slow walk or eating would be really great. I am terrible at animation design myself and would love to see an update to this. Especially since I just got the absolutely amazing Apocalypse pack, was only slightly disappointed to see that the zombies didn't get an update to their animations.
     
  22. syntystudios

    syntystudios

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    Hello, there is a txt file that shows people how to use animation in the pack.
    We have no plans to add bullets......
    The turrets are separated for rotation and pitch.
    Cheers!
     
  23. syntystudios

    syntystudios

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    Dec 3, 2013
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    Hello, we are looking at potential mo cap solutions but do not have an ETA on this.
    Cheers!
     
  24. xtomyserrax

    xtomyserrax

    Joined:
    Nov 16, 2015
    Posts:
    75
    Hi Synty!

    Well, i was using the Simple Zombies asset, and when i used a death animation from Simple Military on a Zombie it happened this:

    Please if you know how to fix it tell me!

    Thanks a lot!
     
  25. Hangar11Studios_David

    Hangar11Studios_David

    Joined:
    Mar 26, 2016
    Posts:
    23
    Hi,
    @syntystudios I was meaning at the gun on top of the turret.
    gun.png
    I found a way to use the animations.
    Can you please create an animation from idle to WeaponIdle? EX: from Idle to AutoIdle
    (When he picks a weapon)
     
    Last edited: Sep 5, 2016
  26. TiToMoskito

    TiToMoskito

    Joined:
    Jan 28, 2014
    Posts:
    66
    Does all the components have a collider?
     
  27. Deleted User

    Deleted User

    Guest

    I bought the package, and the models have no collision.
     
  28. Somian

    Somian

    Joined:
    Nov 22, 2011
    Posts:
    38
    Hi,

    I bought the simple racer package and noticed that the colors are done using textures. Two thoughts about this:

    Why are the colors in the bottom left of the texture so big ( a total 512x512)? it should be sufficient to use 1x1 (or 3x3 to be safe with bilinear filtering) for each color. In the right of the colors, there's a huge space with nothing.

    Also, It would be nice to have these assets using vertex color instead of the texture (I know most unity standard shaders can't use vertex color but I want to write my own glsl shader that does that, so I wouldn't need a texture).

    I think i'll use blender or something to bake the texture color into the vertex color, but it would be nice to have it right from the pack.

    Other than that, I like the style.
     
  29. Liam_B

    Liam_B

    Joined:
    Oct 23, 2014
    Posts:
    5
    Hi,

    As we have the "roadLane_straight_Centered_mesh", any chance we could have one added for a crossing too? As I'm restricted to crossings being 2 lanes wide (as they have the pavements attached). If not, any guidance towards making my own as the current mesh seem to be made so I can't exactly just modify the texture (the extra tris around where the road paint is, guessing I'd need to map it out instead?)

    Thanks!
     
  30. K-16Games

    K-16Games

    Joined:
    Apr 17, 2014
    Posts:
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    So with the old zombies pack, it was pretty easy to isolate and separate body parts simply by removing them as children at runtime via a script, but with the newer apocalypse pack it seems as though the joints no longer contain the mesh, it's all seamless which I am sure is easier for you guys when publishing these awesome packs. I was wondering if there was a simple solution to getting individual body parts as part of the packs with the UV's already lined up and just requiring a runtime texture replacement or if perhaps an update could include some prefabs with heads and arms and legs, etc. Can't wait to see what you guys come up with for zombie mocap.
     
  31. syntystudios

    syntystudios

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    We are currently in the process of updating all rigs to fix a range of issues. Simple People and Apocalypse are done, We will be moving through the rest if we receive positive feedback on the new rig.
     
    Malbers likes this.
  32. syntystudios

    syntystudios

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    No they don't, people have different uses for our assets, just as you want colliders, there are people that don’t want them and would have to remove them from every asset
     
  33. syntystudios

    syntystudios

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    We have not included these as people have different uses for our assets, just as you want colliders, there are people that don’t want them and would have to remove them from every asset.
     
  34. syntystudios

    syntystudios

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    Hello, thanks for your post. To answer you query: This makes it easier for us to produce the models in a timely fashion, Removing user error is important while building these assets. Also having more space means the full 1024x1024 texture can be down scaled to 256x256 without any bleed issues. We are proficient with Vertex colour but it's an outdated system that most people, especially newer developers have no experience with, meaning if they needed to do any modifications they could run into a lot of issues. Cheers!
     
  35. syntystudios

    syntystudios

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    Hi, you will probably need to model something rather than use texture because of how the assets are setup. We are adding this to the to do list but we cannot give an ETA at this point
     
  36. syntystudios

    syntystudios

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    This is to reduce drawcalls, we had 16+ draw calls per zombie, the newest setup is now 1 draw call. You could try add an alpha map to the shader for the zombie to hide parts of the geo....
     
  37. cjphil

    cjphil

    Joined:
    Jan 4, 2016
    Posts:
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    I'm really interested in using your assets but I'm not sure how easy it would be to modify existing assets to suit my needs. While there's a nice breadth of characters in your character packs, I'd like to create some of my own. If you buy the packs is it possible to edit them easily to create new characters? Or would I need the Maya files.
     
  38. Hangar11Studios_David

    Hangar11Studios_David

    Joined:
    Mar 26, 2016
    Posts:
    23
    Hi,
    @syntystudios I was meaning the gun on top of the turret.

    I found a way to use the animations.
    Can you please create an animation from idle to WeaponIdle? EX: from Idle to AutoIdle
    (When he picks a weapon)
     
    Last edited: Sep 14, 2016
  39. Bengals007

    Bengals007

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    Apocalypse looks amazing but that price though. LOL
     
  40. syntystudios

    syntystudios

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    This would depend on your skills and what type of characters you want to make. They can be edited and changed if you know what you’re doing in Maya/Photoshop :)
     
  41. syntystudios

    syntystudios

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    We will separate the gun so that users can animate it in Unity, this has been added to our list and will get updated ASAP
     
  42. rickyryden

    rickyryden

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    Sep 19, 2016
    Posts:
    1
    Greats assets! Bought some of them a couple of days ago and I love them. Really easy to work with. Just two things on my mind.

    1: The wheels on the cars spins the wrong way when driving them (using the prefabs and Car Setup plugin). Cars drives great, just the wheels that looks weird spinning in the wrong direction :D

    2: In the Simple Town package, the big ramp (to the left in this image: https://d2ujflorbtfzji.cloudfront.n...8ed8e2-8ca9-4bff-987c-2816caeaea1d_scaled.jpg) is white. All other pieces has colors/textures but that piece is white/lightgrey in Unity. Any idea what to do?
     
  43. cfusion

    cfusion

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    Jul 18, 2011
    Posts:
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    If I'm creating multiple characters for a game, is there any disadvantage to using a single base prefab and just activating the proper game object at run time?

    So for example, all of the character prefabs have every character as a sibling but with the default material and deactivated. Say there was a "doctor" character and a "patient" character. The doctor prefab would have the "doctor" game object as a child with the proper material and activated, but it would also have the patient model with the default material and deactivated. Is there any advantage to use the seperate "patient" prefab, instead of just assigning the proper material to all the siblings of one prefab and use that for every character instantiated?
     
  44. syntystudios

    syntystudios

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    Hello, we are looking into adding Vehicles that face positive Z but there is a way to fix them by rotating the wheels 180 degrees with a game object above each part. What version of Unity are you using?
     
  45. mgrilec

    mgrilec

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  46. syntystudios

    syntystudios

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    Hello, as the mesh will not be visible the GPU/CPU won’t process the skin weighting. The only disadvantage is the extra mesh is in memory. It really depends on what device you are targeting. For example you could delete the extra meshes for each character.
     
  47. syntystudios

    syntystudios

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    Awesome cheers for the support and review!
     
  48. MikeCoderMore

    MikeCoderMore

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    Sep 22, 2013
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    Hi nice assets :) how are the animations set up, will the military animations work with the citizen characters?
     
  49. Adam-Sowinski

    Adam-Sowinski

    Joined:
    Oct 25, 2013
    Posts:
    129
    I've bought Simple Apocalypse. "SA_Char_Survivor_FemaleSoldier" prefab is broken. When I drag it on the scene, there is nothing displayed apart from transform gizmo. Unity 5.4.1p2.
     
  50. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    570
    regarding the package simple town, do all the assets share the same texture by now, much like the other package assets