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Third Person Controller - Third Person, AI, Multiplayer, Mobile Framework

Discussion in 'Assets and Asset Store' started by opsive, Jan 21, 2015.

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  1. opsive

    opsive

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    Specific for footsteps there isn't anything built in yet. We are getting closer and closer to the v2 release though which will have it built in :)
     
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  2. DiggingNebula8

    DiggingNebula8

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    That is brilliant, no pressure whatsoever, but if it is alright, may I know the approximate release date of the TPC V2.0?

    P.S: Thank you so much for providing a fantastic support. You're indeed an amazing team.

    Cheers.
     
  3. gferrari

    gferrari

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    Me again (Sorry). I want tu use the ladder automatic, but I try Naomi with any modification (Except automatic start), and when she unmont in the bottom she can't move anymore. Ideas?
     
  4. Piahouka

    Piahouka

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    Hi Opsive, I have one question about vault action.
    I want My character will not start ability if it detects obstacle in forward.
    But I can not think of implement it. please give me a answer.
     

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    Last edited: Dec 3, 2017
  5. TalkieTalkie

    TalkieTalkie

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    Is v2 free for current owners? (I wanna buy this right now) Or are different version updates charged separately?

    Also, how good is the integration with ORK and Adventure Creator? (as in, all interactions with events work fine?)

    Thanks. :)
     
  6. opsive

    opsive

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    Appreciate it :) We are hoping to release v2 in the spring. We just released alpha 5 and the next step is the beta.

    http://opsive.com/forum/index.php/topic,5254.0.html
     
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  7. opsive

    opsive

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    With an automatic start the ability is going to keep trying to activate so when you reach the bottom it'll try to start again. Within Climb.CanStartAbility you'll want to add a check to ensure the character is moving which would prevent the ability from starting automatically unless they are moving towards the ladder.
     
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  8. opsive

    opsive

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    The simplest solution would be to not place objects which obstacles directly behind them in the vaulting layer so no additional checks need to performed. If you wanted to do it through code you could add a raycast check to Vault.CanStartAbility.. if it hits an object then the vault ability shouldn't start.
     
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  9. opsive

    opsive

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    For version 2 we started with a completely fresh project and took the best parts from TPC and UFPS so there will be an upgrade price. We haven't figured out what that price will be yet but it'll definitely be reasonable.

    The ORK integration allows ORK to recognize the character and camera. There is not any integration with the TPC item system and the ORK weapon system though.

    The Adventure Creator integration is pretty much a full integration. There are not any specific actions created for Adventure Creator though.
     
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  10. TalkieTalkie

    TalkieTalkie

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    Ah OK, I bought this few mins before this reply was posted.

    How do I refund this then? I don't really buy assets which charge for upgrade price and it isn't mentioned on the store page. I already have Invector's controller, I just thought this was more integrated with AC and ORK (plus was discounted) so it would be easier to work with. But yeah, upgrade price between versions is a deal breaker for me personally.
     
  11. opsive

    opsive

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    There have been a countless number of assets that have been deprecated because the publisher found that the Asset Store revenue model is not sustainable. By charging for an upgrade it makes the Asset Store more sustainable so you can ensure the asset will be supported for the years to come. It wouldn't be a very good situation to depend on an asset and then later find a game-breaking bug within that asset but the publisher is no longer around because the Asset Store business model wasn't sustainable for them.

    Even with the upcoming 2.0 version we are still supporting version 1 and will continue to support it for some time after v2 is released. In fact we are going to be releasing a v1 update within a week or two. The Third Person Controller is a mature asset and the kinks have been worked out so you are able to publish a game with it. For v2 we are also going to be upping the TPC price to $95 so what you're getting now is a great deal.

    From a personal side of things I actually see it as a good thing when a publisher charges for an upgrade price. It means that the publisher plans on sticking around for the long term. It's also common practice in the software industry to charge for a major update (or have a subscription) so I don't see assets as any different from that.
     
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  12. TalkieTalkie

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    I understand why some developers do it, but as a indie developer myself, it isn't something I find suitable for my budget. It's the same reason why after I bought Battlefield 3, I didn't buy a single DLC or any other game from the publisher because I have no interest in paying for content that has been broken into pieces. Sure it's great for the publisher, but not everyone find it affordable or OK.

    Not to mention, charging for asset store upgrades isn't even like buying a DLC, it's like me as a developer asking players to pay again for more updates to the core game if they want more fixes and features added after it reached a certain version number. It'll turn off every player from ever buying another of my asset (and I bought this thinking this'll be like Behavior Designer, which I bought along with Movement Pack DLC) and they'll just avoid buying my product in the future.

    Anyway, if it can't be refunded, it's OK. Being a patient indie (ironic considering I bought this without waiting for reply.. which I always do if you check my post history to the other asset developers), I would've just waited for a sale for the v2 or whatever, to buy that since I know the support for this version will die down despite you promising support for it ("for some time" is a big giveaway). Like I said, I already bought Invector's product and this one I bought mostly for easy ORK integration (AC is supported in Invector's controller).

    Yeah, this just means to me as a consumer, that I paid for something like a sucker, that won't be supported after this last update and few minor bug-fixes.

    It SHOULD be made mandatory by Unity to post in the store page that "this asset will charge for future updates after specific version". A lot of people like me will simple avoid purchasing assets like these then. This is some EA level S*** and even gamers aren't dumb enough to pay for features anymore.

    While we're at it, Unity is free for use, until you start earning 100,000 when you HAVE to buy a license. Why in god's green earth do the asset developers think that all asset buyers have same disposable income and should be charged out of their arse for something like a third person camera system? Even the guy making a freakin voxel terrain system isn't doing it.


    Anyway, just a "YES" or "NO" to refund would've been OK instead of a post full of excuses (seriously guys, we are developers, these excuses are for fooling gamers into buying our S***e ;)). I'll take that post as a huge NO and move on. Thank you for your time.
     
    Last edited: Dec 4, 2017
  13. TeagansDad

    TeagansDad

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    Also, a total rewrite from the ground up is essentially a new asset, in my mind. An upgrade cost is totally reasonable.
     
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  14. vivalavida

    vivalavida

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    Hi @opsive

    Total AI noob here,

    We have to integrate some sort of autonomous enemy flying in a project we're working on.
    (already checked out the Unity Standard assets example)

    Could you point me in the right direction on how to get things started, will soon be checking out your tutorials but they all seems to be related to ground based movement.

    This is probably a wrong place for my question, apologies if so.

    We currently use UnityFS and could really use some guidance.

    Thanks.
     
  15. opsive

    opsive

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    This sounds related to Behavior Designer, correct? The thread for that asset is at https://forum.unity.com/threads/behavior-designer-behavior-trees-for-everyone.227497/. This page also describes 3D pathfinding: http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=24
     
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  16. vivalavida

    vivalavida

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  17. Deckard_89

    Deckard_89

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    @TalkieTalkie In fairness I think you may have misunderstood. Version 2 of Third Person Controller is not bug fixes - it is a complete rewrite, essentially a brand new asset. Any bugs found in Version 1 will be fixed - should there be any. As of right now it is pretty stable and so most work is going into version 2 - countless hours of work I might add. Expecting that for free seems kind of entitled, no offense. A one-off payment for pretty much constant support from the developer is a luxury we didn't have 10, 15 years ago. Even an upgrade price for owners of version 1 (like you and I) is done in good faith - there is no rule that says we shouldn't have to buy it from scratch.
     
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  18. opsive

    opsive

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    Last edited: Dec 4, 2017
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  19. Shocktor

    Shocktor

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    Hi -- I just picked up your asset the other day (it's great!). One question: I quoted the above because I'm hoping that (after a few years) there is a way to use the scroll wheel to zoom back in third person mode? Or is is static (with the step or click zoom) only?

    Thank you!
     
  20. opsive

    opsive

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    Glad your enjoying it!

    There is zooming included - on the camera controller state you can enable "Step Zoom" which will allow you to use the scroll wheel:

    http://opsive.com/assets/ThirdPersonController/documentation.php?id=127
     
  21. mattis89

    mattis89

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    Hello!

    I just bought this asset and its workin great. really good docs =) But I cant seem to find anything about the coop/split screen? Thats was the main reason I bought this..
     
  22. opsive

    opsive

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    Awesome :) With coop/split screen the only real thing that is required is for you to manually specify which character the UI component should control. Each UI monitor component has a character field and it's here that you'll want to populate the character that should be using it:

    character.PNG

    I also highly recommend using an input integration such as Rewired. Unity's input system is pretty dated and rewired makes handling input for multiple players extremely easy.
     
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  23. mattis89

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    really? Thats it .? .. I mean I only build one more character so I have 2.. and assign the camera view so it splits up the screen.. and assign them both that they are "coop" (I saw some check box).
     
    Last edited: Dec 6, 2017
  24. opsive

    opsive

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    The Coop checkbox on the RigidbodyCharacterController is for if you are doing local coop using shared camera. If you are doing split screen then you do not need to check this box. All that the checkbox is really doing is indicating that the character should shoot in the forward direction relative to the character instead of using the camera. This is good for if you have for example four players on a screen and you use a single camera to view them all.
     
  25. mattis89

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    Thanks for clearing this up :)
     
  26. Shocktor

    Shocktor

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    Thank you for the reply -- I think my original post wasn't correct. What I am looking for, is when you are viewing your character from behind and you want to zoom out or back in (change the follow distance of the camera) with the scroll wheel. I tried using step zoom, but it doesn't seem to do what I want it to do -- is that more for aiming?
     
  27. opsive

    opsive

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    It sounds like step zoom should be what you are looking for. I just enabled it on the Default camera state used the following settings:
    StepZoom.PNG

    When I did that the camera was able to zoom with the scroll wheel.
     
  28. Shocktor

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    Perfect, thank you! I was setting sensitivity too low.

    Now, I'm working on getting the character to swim. When entering water (created by Aquas), he doesn't swim. I created the Swim action and set the parameters to the default and set a camera. My guess is the Aquas water isn't triggering the character into knowing they are in water.
     
  29. mattis89

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    We sit in the same boat :D what about stretching a trigger over the water plane? Or duplicating the water mesh and making it trigger... how did you make the swimming things?
     
  30. Shocktor

    Shocktor

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    When you click on the character, and go into the inspector, on one of the scripts (can't remember which one) is a list of actions, click on the plus and add a new one and change it to "swim" -- you can then set the parameters for that action.
     
  31. opsive

    opsive

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    I haven't used Aquas but I have heard of people using it. You'd first have a box collider that represents the water plane and then as a child you'd have the trigger which actually starts the ability. Take a look at the pool in the clean scene for the hierarchy:

    water.PNG
     
  32. mattis89

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    I guess I have to set up swim animations and parameters too?
     
  33. opsive

    opsive

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    Yes, you'll need to have the swim ability added:

    swim.PNG
     
  34. mattis89

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    Its like any other ability to add?

    And the swim script on player?
     
  35. mattis89

    mattis89

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    I cant find the final ik bridge?
     
  36. gferrari

    gferrari

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    Sorry for this type of question, how do I give it an item when opening a chest ?. Currently I put it in and without opening and the player pickup it. In addition, he continues to try to open the chest once it has been opened. Any ideas to investigate how to solve it? I want to do some action with playmaker once I finish opening the chest. Thank you!
     
  37. mattis89

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    Use the state open chest and then you could give the item someway thrue script ..
     
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  38. opsive

    opsive

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    That's correct - when you add swim to the RigidbodyCharacterController it'll add the Swim ability to the character.

    All of the integrations are on this page:

    http://opsive.com/assets/ThirdPersonController/integrations.php
     
  39. opsive

    opsive

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    I would spawn the object immediately before the chest animation is started. The IInteractable.Interact method is called when the ability is started so it's here that you'll want to do the spawning. Make sure you've added the "OnAnimatorInteractionComplete" to your open animation for the interact ability to stop. Unfortunately for both the spawning and after the ability is complete there aren't any callbacks so it'll requiring accessing the script.
     
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  40. username132323232

    username132323232

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    I have a simple scene with Ethan walking between two gameObjects using BD Movement>Seek. The terrain is "freshly baked". As you can see, Ethan is having trouble navigating the terrain. I didn't want to post a long video, but he also sometimes completely stops or walks up in the air. What am I doing wrong?

    TPC_Ethan.gif ethan_tpc_comp.PNG
     
  41. mattis89

    mattis89

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    Yes I see the swim was allready set up in the animator so that was easy.. But I was trying to follow the tutorial on hpw to make a "Crouch" but it dosent really look the same this new verision and theres none crouch animation in the animator.. I tried to add and make it look like the swim but I dont get it to work.. state dosent exist I get....
     
  42. opsive

    opsive

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    Looks like your slope limit is set pretty low - try increasing that value.
     
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  43. opsive

    opsive

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    Which animator controller are you using? The clean and shooter controllers contain a crouch - the adventure controller contains a crawl. For the settings I would use what the clean scene is using:

    HeightChange.PNG
     
  44. opsive

    opsive

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  45. mentolatux

    mentolatux

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    hello guys , anyone added photon to this cool kit ?
    and why is this hight on Profiler ?
     
    Last edited: Dec 13, 2017
  46. XOA_Productions

    XOA_Productions

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    Hey there!

    I've got a small Issue with the clean animator that I can't quite figure out. When the player equips a weapon and, while the equip state is still running and hasn't sent the OnAnimatorItemEquipped event yet, tries to aim, the equip animation slows way down (looks kind of like slowmotion). I can't quite figure out why this is happening as I'm pretty new to this asset. If you could point me into the right direction, that would be wonderful :)

    Regards,
    Ben
     
  47. gferrari

    gferrari

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    I have this error when my character dies, I have nothing network related, I can not find where to fix it. How or where should I look for the error?
    I have version 1.3.8, but it happened to me in the previous one too. Thank you!

    NullReferenceException: Object reference not set to an instance of an object
    Opsive.ThirdPersonController.ObjectPool.InstantiateInternal (UnityEngine.GameObject original, Vector3 position, Quaternion rotation, UnityEngine.Transform parent, Boolean networkSpawn) (at Assets/Third Person Controller/Scripts/Game/ObjectPool.cs:179)
     
  48. opsive

    opsive

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    It doesn't look like your image went through. I have heard people attempting a Photon integration though I don't know how far they got. For version 2 we will have a multiplayer addon similar to UFPS which will have integration with Photon PUN.
     
  49. opsive

    opsive

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    Hmm.. sounds like a crossfade issue. Within AnimatorMonitor.CrossFade try changing line 657 to:

    Code (csharp):
    1.  
    2. m_Animator.CrossFadeInFixedTime(stateHash, normalizedDuration, layer, normalizedTime);
    3.  
     
  50. opsive

    opsive

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    Can you tell me how to reproduce it within the demo scene? That line points to:

    Code (csharp):
    1.  
    2.             var originalInstanceID = original.GetInstanceID();
    3.  
    Which will throw an exception if original is null. As long as you are instantiating a non-null object you should be good to go.
     
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