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Discussion in 'Works In Progress' started by Billy4184, Jul 14, 2015.
Just adding publicity a bit ;-)
how i do little when i take an invector-icon directly a picture is displayed on the screen, when i take a second another picture is still showing, i followed this tutorial https://www.youtube.com / watch? v = CHUOprBocoY
trying to write the script I had two error messages
The first: Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/vPickupItem.cs(13,10): error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer
the second one: Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/Generic/vPickupItem.cs(36,5): error CS0118: `UnityEngine.GameObject' is a `type' but a `variable' was expected
please help me how can i do anything to display an image of i contact an invector-icon?
I think you have the wrong thread! This is for the Space Combat Kit.
Here you go!
PS there's still a few bugs to fix and polish to apply.
That is looking pretty nice, Billy! I cannot wait to get my hands on the next version.
If you think that looks nice, wait until you see the codebase/workflow
Is somewhere tutorial how to set up enemy turret? I have HeavyTurret/GimballedGun prefab but they are missing a lot of references and I don't know how to set it up correctly. And they look weird on the scene
It uses inertial physics. It's right ? Can you add up/down forces ?
Can it be modified to have a NO inertial physics like Descent ?
Capital demo looks very impressive - hope you realize that people will be now be even more impatient to get the update
I'll send you a package with a turret set up.
It uses Unity physics/rigidbody. Sorry forgot to add to the instructions, Space is up and Ctrl is down.
You might be able to use very high drag and high forces to achieve very low inertia. For really 0 inertia, you'd have to create your own physics system.
Pretty much the only thing that relied on a rigidbody was the lead target calculation, but that's why I added the PhysicsInfo class to the Trackable script, so the information was independent of the rigidbody.
Looking forward to getting it out for you guys soon!
how can i do when my character collides with an invector-icon directly an image appears on my screen
Please contact Invector for support related to their products. This does not appear to have anything to do with the Space Combat Kit whatsoever. I cannot help you with issues related to products that are not mine.
ok thank you I confused
Hey everyone, here's a quick unitypackage to show you how to use the turret.
The TestTurret script has two options, one for controlling it yourself, and another for automatically tracking and firing at the target, which you'd use for automatic turrets or AI-controlled turrets. Take a look in the code to see how to call the right methods on the Gimbal Controller, which controls the turret.
I have included a copy of the ProjectileWeapon script with a small modification to remove dependency on the module mount and vehicle. The next update will make it very easy to use components individually without having to modify code.
Let me know if you have any questions.
Will there come a Tutorial or Update on how to go from Enter/Exit vehicle with this??
Yes there will, when (or soon after) the update arrives that includes a first person character.
Hi Billy - In the Turret test I see that the modified projectile weapon no longer has the IGunModule interface which means that the test does not work on current versions .....or have I missed something ?
I got this error:
NullReferenceException: Object reference not set to an instance of an object
VSX.UniversalVehicleCombat.ProjectileWeapon.Update () (at Assets/SpaceCombatKit/Scripts/UniversalVehicleCombat/Weapons/WeaponControllers/ProjectileWeapon.cs:346)
Maybe turret is missing a Power Module ?
The ProjectileWeapon class does indeed implement the IGunModule interface, check line 16.
The turret test was made in the last uploaded version (1.21) so nothing is different except for the modification I made to check that the module mount reference wasn't null before using it.
Did you import the modified ProjectileWeapon.cs file? This is the reason why I made the modification.
I imported SCK after the turret test asset. I think the reverse order is a better way.
You are quite right it does ! - the errors were due to some other changes I had made in the IGunModule interface.
Works well - always tricky getting the correct coefficient values.
Just as a matter of interest - I have a waypoint system that uses trigger colliders rather than distance to detect arrival. This is mainly to make use of the OnTriggerEnter event to set off a chain of other events.
I found that the ai ships would weave about a lot and have trouble arriving at a way point - the obstacle avoidance was detecting the waypoints as obstacles. I always thought that trigger colliders had no actual physical collision and would not be detected by the raycast but it seems they are. Something new I have learnt. Easy fix is to assign the waypoints to a new user layer and then add a mask to the raycast.
Modified Tick() method in ObstacleAvoidanceBehaviour.cs
public void Tick()
// Do collision avoidance
LayerMask mask = LayerMask.GetMask("Default");
float obstacleScanDistance = blackboard.Vehicle.CachedRigidbody.velocity.magnitude * minMaxCollisionReactionTime.y;
RaycastHit hits = Physics.SphereCastAll(blackboard.Vehicle.CachedTransform.position, sphereCastRadius,
Great point there, I will make a note to be able to set the layer mask in the inspector.
The space combat kit is on sale, don't wait ....
This asset is so underpriced anyway seems a shame to put it on sale. £20 is ridiculously good value. If anyone hasn't bought this yet don't hesitate - it is worth 10x the price.
Thanks for the kind words!
Yes, the Space Combat Kit is currently 50% off, so grab it now while it's hot!
BIG UPDATE almost ready, with first person controller, capital ships and more!
The Day is TODAY! Hehe, I finally bought this Kit Vol3 !! LEt me say, this is one Monster-Mother-Of-Assets, don't you agree?? Many, many Thankyous to Author - for his giant work, many talents, dedication!
EDIT: haha, i posted here by accident, meant to other thread... But, if it is not un-ethical, should it stay? I can delete if unappropritate
Getting errors after importing the asset into a fresh project. Windows 10 with Unity 2018.3.8f1.
Assets/SpaceCombatKit/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs(6,34): error CS0104: `MinAttribute' is an ambiguous reference between `UnityEngine.MinAttribute' and `UnityEngine.PostProcessing.MinAttribute'
Assets/SpaceCombatKit/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs(11,13): error CS0104: `MinAttribute' is an ambiguous reference between `UnityEngine.MinAttribute' and `UnityEngine.PostProcessing.MinAttribute'
Assets/SpaceCombatKit/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs(11,39): error CS0104: `MinAttribute' is an ambiguous reference between `UnityEngine.MinAttribute' and `UnityEngine.PostProcessing.MinAttribute'
Sorry, I found the fix for this problem. https://forum.unity.com/threads/space-combat-kit-vsxgames-released.340962/page-24#post-4386178
First person character demo level coming together, it's going to be loads of fun!
@billy, should i delete my post about wrong asset?
I'd prefer to keep the thread focused on the SCK from here on, but you don't have to delete that post - after all it's relevant to users of my kit.
Good news, the same component will now do 2D and 3D radars!
Space Combat Kit is currently at 50% off, grab it now!
Laser turrets with cool effects on the way!
Space Combat Kit is currently at 50% off, grab it now!
Hi Billy wath do you think about creating a Discord Server for you nice package ? its easier for most people to help each other
As @LarsH673 said, I agree - Discord place could be awesome.
Discord for Space Combat Kit now up, come and say hi!
I'm curious if you had any thoughts about adding support with HUD Navigation for first person? System. https://assetstore.unity.com/packages/tools/gui/hud-navigation-system-103056
The First person stuff looks very cool - I wonder how the transition will be made from ship to first person ? Is there a way to land perhaps ? very much looking forwards to this update !
The character and ship are both 'vehicles'. The player exists as a bodyless 'game agent' which can transition between vehicles. When the player lands the ship, once the landing animation is finished, the player transfers to the character.
The system also keeps track of the hierarchy of vehicles that have been entered, such that it's always clear which vehicle the player will exit into when they exit a vehicle.
It's possible, but probably not for a while. Given that first person characters are coming in the next update, the next integration will likely be UFPS 2.
How's the progress coming along (no rush of course, just gauging)?
It'll come out end of this week, the full update
Awesome! Can't wait!
Quick question, before the big update drowns me out --
If I start a Scene without focusing a player (by having none set as FocusOnStart, and no Default vehicle -- I have a custom FPS Controller for my VR rig) - what is the easiest way to Focus my Player and have the vehicle cam Switch on?
Obviously, I can't simply Switch on the vehicle cam, as no Player is focused, and all the GameAgent calls abend without a focused Player.
I really recommend the update in this case, because one of the main things it focuses on is getting rid of these kind of dependencies.
Basically, if there is no focused game agent, there shouldn't be errors, but things obviously won't work. You can easily make a Game Agent focused by calling SetNewFocusedGameAgent method on the GameAgentManager script. This will trigger the vehicle camera and everything else to start working.
In the update, the GameAgentManager is entirely optional. Every script has its own dependencies and a way to set those dependencies, which can be set in the inspector or with any 'manager' script of your own.
Billy, a question: the capital ship script will be usable in old version ?
If you really need it I can send you a control script for the old version, but everything in the capital ship demo that's coming with the update will be using the updated way of doing things.