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Third person cover controller

Discussion in 'Assets and Asset Store' started by EduardasFunka, May 23, 2017.

  1. gsmax

    gsmax

    Joined:
    Jun 12, 2018
    Posts:
    15
    Has any one here used Opsive Third Person Controller ?. I know they have AI add-ons, is it good enough?
     
  2. p_hergott

    p_hergott

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    May 7, 2018
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    Invector ai does cover, easier and better
     
  3. p_hergott

    p_hergott

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    May 7, 2018
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    So, out of all the ai things, the biggest attraction of this asset is the shooter AI? Im curious, things like invector and BD could also do everything like this but more. But are more work to set up. If someone developped a shooter AI system, with AI that worked like this one, but set up something simular to say emerald AI. So shooter AI would more or less just be simple drag and drop. Which offers less than invector and BD, but would be super simple and wuick to set up. Would that be a solid AI solution?
     
  4. colpolstudios

    colpolstudios

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    Nov 2, 2011
    Posts:
    150
    I recently purchased Game Kit Controller also Emerald AI. I'm only starting to use the Game Kit Controller and I must state "excellent support" The system can be integrated with Emerald AI, but I have yet to get to that point within my development.

    I have also Invector shooter and FSM AI and the builder addon. Personally, I did not think much of the Invector AI in relation to cover, but possibly that is lack of experience with their asset.

    I like the idea of having smart AI and Game Kit Controller on its own has great potential. I also have Advance battle AI now deprecated it is a playmaker AI solution. I understand quite a bit of this system even fixed some outstanding issues with it.

    What I miss the most is the player cover system used within third-person shooter cover, I have not seen this done by any other asset, Yet!
     
  5. p_hergott

    p_hergott

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    Theres another, but isnt feature rich. Emerald AI i find to be lacking, the AI is simple and it has 1 big box collider. Gck does have great support, always has, for years. Is insanely feature rich, but thats a cost too, gck AI is extremely performance heavy. Like much more than 10 - 15 AI at once, is a huge drop in frames
     
  6. colpolstudios

    colpolstudios

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    Nov 2, 2011
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    Did you report that finding AI is extremely performance heavy. Like much more than 10 - 15 AI at once, is a huge drop in frames to them?
     
  7. p_hergott

    p_hergott

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    May 7, 2018
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    Id image they know. Its not bad structure, its the amount of stuff and the methods used. Its good AI, but its heavy. For the same performance you can run about 60 third person cover shooter AI, roughly 200 BD AI, 500 Emerald AI.
     
  8. abunwaaf

    abunwaaf

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    Jun 14, 2014
    Posts:
    2
    Your assets are very cool and I'd like to buy them
    But surprises that for nearly two years the original was not updated or even some comments in the forum on the unity were not answered
    My question?
    Are the assets still backed?
    Are there updates soon?
     
  9. p_hergott

    p_hergott

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    413
  10. DeltaTech

    DeltaTech

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    Oct 18, 2016
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    Whats this DB AI everyone keeps talking about? since this asset is dead as well, does anyone know why shooter ai got deprecated and what the best AI system out there is regardless of how heavy performance it is?
     
  11. colpolstudios

    colpolstudios

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    Some interesting reading: https://forum.unity.com/threads/what-ai-asset-should-i-use.395451/
     
  12. rooskie

    rooskie

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    Jun 3, 2015
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    20
    Anyone knows how to rest camera to be exactly behind the character? When the game starts it just looks at the character from front.
     
  13. gsmax

    gsmax

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    Jun 12, 2018
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    Saw some users were able to use the asset Update Manager to optimize this asset. Please if you did, how did you implement this.
     
  14. Toby31

    Toby31

    Joined:
    Jul 7, 2014
    Posts:
    59
    currently having an issue with the A.I moving to your last location where you stood after attacking you, then moving around a small modular environment ignoring your player even if you shoot the enemy. Has anybody else had the same issue with the A.I?

    if anybody could help with this it would be greatly appreciated. :)
     
  15. Anhella

    Anhella

    Joined:
    Nov 18, 2013
    Posts:
    67
    Good Day
    does anyone know how to destroy custom game objects
    with TPCS weapons? if so can you please tell me where is the raycast script that make the hits happen?

    thanks in advance
     
  16. Anhella

    Anhella

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    Nov 18, 2013
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    Good day all you have to do is use the AI waypoint Script. to add select your Ai Character select add component type in Aiwaypoint select it than with in the component select add waypoint.
    select the Ai Character in your scene and make sure unity gizmo is selected in the scene menu, to show waypoint circles than click where ever you want the character to walk/patrol.
     
    Last edited: Feb 23, 2021
  17. marketxu

    marketxu

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    Oct 30, 2012
    Posts:
    14
    Hello everyone, I have a very advanced project using this template, I have tried to contact the author without result. my problem is that i want to add VR functionality with kit (vr interaction framework) and i cant damage the ai or just make it see me and follow me. I am not a programmer. I need help please. my email is marketxu@gmail.com
     
  18. Anhella

    Anhella

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    Nov 18, 2013
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    two ways to do this #1 Position your camera to the scene view you want. Before dragging the player into the scene, reset the player to 0. then drag the player into the scene and position you player only facing the way you want it to with the transform tools. than select the player and in the player inspector select Third Person Input Script. than drag your camera as in the picture here: TPCS Camera Setup.png . hit the play button. the player should now be in the direction you appointed it to. #2 drag player into scene and position it as you want. Select the camera in the hierarchy, the go to menu, GameObject, select Align with view (or press v on the keyboards) than select the player and in the player inspector select Third Person Input Script. than drag your camera as in the picture here: TPCS Camera Setup.png .then add this script on the player. the SetRotation Script is added last or it want work.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using CoverShooter;
    public class SetStartRotation : MonoBehaviour
    {
    void Awake()
    {
    //Set the character's rotation to the rotation in the editor as opposed to the default rotation
    gameObject.GetComponent<CharacterMotor>().SetBodyTarget(transform.position + transform.forward * 1);
    gameObject.GetComponent<CharacterMotor>().SetAimTarget(transform.position + transform.forward * 1);
    }
    void Start()
    {
    // Put the camera behind the character as opposed to the default position
    GameObject.FindWithTag("MainCamera").GetComponent<ThirdPersonCamera>().Horizontal = transform.eulerAngles.y;
    }
    }
     
  19. gameslegend903

    gameslegend903

    Joined:
    Mar 12, 2021
    Posts:
    3
    hi there,
    has anyone implement these controls like Cover Fire Game,
    where player automatically move cover to cover..
    any hint something?
     
  20. arsalan-shah92

    arsalan-shah92

    Joined:
    Apr 26, 2018
    Posts:
    4
    hi I am working on a project kindly solve me a problem .
    when ai is continuously firing and i aim a grenade on them the grenade drops near me and damage me
     
  21. arsalan-shah92

    arsalan-shah92

    Joined:
    Apr 26, 2018
    Posts:
    4
    yes i used navmesh and starting transform to target transform for it
     
  22. Cell_Unity

    Cell_Unity

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    Nov 13, 2018
    Posts:
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    Can You provide some code? example to do please
     
  23. tongchimlang

    tongchimlang

    Joined:
    Mar 12, 2014
    Posts:
    16
    Where is the script used to manager the Cowboy player layer?
    I want to change layer 10 to Layer 12.
     
  24. angel_m

    angel_m

    Joined:
    Nov 4, 2005
    Posts:
    1,160
    Forget this asset, it was abandoned by the developer.
     
  25. radiantboy

    radiantboy

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    Nov 21, 2012
    Posts:
    1,529
    why are so many 3rd person assets abandoned? I think people see so much promise they buy them outright for a ps4 game and probably never finish it.
     
  26. Paul-Swanson

    Paul-Swanson

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    Jan 22, 2014
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    He did it via bit shifting. I cant remember exactly which script it was in though.
    I think it was Layer.cs ?
     
    tongchimlang likes this.
  27. satchell

    satchell

    Joined:
    Jul 2, 2014
    Posts:
    107
    Here's a video on adding Grenade Inventory...



    GrenadeItem.cs
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using CoverShooter;
    5.  
    6. public class GrenadeItem : MonoBehaviour
    7. {
    8.     public GrenadeInventory gI;
    9.     public int grenadeAmount;
    10.  
    11.     private void OnTriggerEnter(Collider other)
    12.     {
    13.         if(other.tag == "Player")
    14.         {
    15.             gI.grenadesInventory =+ gI.grenadesInventory + grenadeAmount;
    16.             Destroy(gameObject);
    17.  
    18.         }
    19.     }
    20. }
    GrenadeInventory.cs
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using CoverShooter;
    5.  
    6. public class GrenadeInventory : MonoBehaviour
    7. {
    8.     public CharacterMotor cM;
    9.     public GameObject gRight, gLeft;
    10.     public int grenadesInventory;
    11.  
    12.  
    13.     // Update is called once per frame
    14.     void FixedUpdate()
    15.     {
    16.         if(grenadesInventory >= 1)
    17.         {
    18.             cM.Grenade.Left = gLeft;
    19.             cM.Grenade.Right = gRight;
    20.         }
    21.         else
    22.         {
    23.             cM.Grenade.Left = null;
    24.             cM.Grenade.Right = null;
    25.         }      
    26.     }
    27. }
    28.  
    You'll also need to modify the CharacterMotor.cs as seen in the video.
     
    Lay84 and Toby31 like this.
  28. angel_m

    angel_m

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    Nov 4, 2005
    Posts:
    1,160
    Fault lies not with the asset buyers but with the asset developers.
     
    Last edited: Aug 15, 2021
  29. Paul-Swanson

    Paul-Swanson

    Joined:
    Jan 22, 2014
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    308
    Thx Satchell I was eventually gonna get round to this myself. Appreciate ya sharing
     
    satchell likes this.
  30. Toby31

    Toby31

    Joined:
    Jul 7, 2014
    Posts:
    59
    Hi, it seems like you have experience of multiple plugins. And I'm considering other potential options. What about invectors cover ai is better in your opinion please? It doesn't have much in the way of documentation on the cover elements and would like to hear it from the horses mouth please?
    Also what's bd?
    Thanks for your time :)
     
  31. p_hergott

    p_hergott

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    Invectors AI is great, lil complex. But works well and has a good cover system. BD is behaviour designer. Sorry for the late reply lol. Im also making AI tutorials but in playmaker
     
  32. Unplug

    Unplug

    Joined:
    Aug 23, 2014
    Posts:
    256
    this asset is still the most complete (for everyone, beginner intermediate level) and easy to work with. people have achieve incredible stuff with it. give it a try
     
    Paul-Swanson likes this.
  33. Unplug

    Unplug

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    Aug 23, 2014
    Posts:
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    I can code, my game is based on this asset. which asset has been adapted and developped for my need. i dont feel riped off at all
     
    satchell likes this.
  34. Paul-Swanson

    Paul-Swanson

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    Jan 22, 2014
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    308
    @Unplug Likewise. @khushalkhan He wasn't making a game for you. He was giving you the tools to do it yourself.
    In addition Satchell and Myself provided tons of additional scripts. To be frank your giving us the impression you are an asset flipper with no capability to modify or extend the thing yourself.

    The reason he left was for may reasons. He asset was stolen then given away to hundreds of people for free on a asset theft website right about the same time Malbers had his horse anim kit stolen too. So he wasn't making any money. Then he had a child. Have a child myself changes you're priorities, you just can't keep working on something that's not making you money. He even had a patreon set up which was not successful.

    You need to stop whining like a spoiled child and bad mouthing. Everyone did their best to support this both with and without Edward. The only thin thats sub optimal is the lack of ladders. That is it!
    It was a amazing asset package for the money spent. Even Rahd gave away TONS of information and scripts.

    The asset is deprecated this is true. However its FAR from dead or useless. ITs still better that that trash that got released as a plugin for UFPS 2.0+ and its still better than Opsivies ability system.
     
    owyang, Lay84, khushalkhan and 2 others like this.
  35. Anhella

    Anhella

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    Nov 18, 2013
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    Good Day satchell and thanks for the Grenade Scripts. i watch the whole video tutorial and the Character motor script
    is giving me an error saying The type or namespace name 'GrenadeInventory' could not be found (are you missing a using directive or an assembly reference?). how to fix please? thanks again.
     
  36. Anhella

    Anhella

    Joined:
    Nov 18, 2013
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    Could you share the character motor script for the grenade inventory please?
     
    Last edited: Jan 14, 2022
  37. satchell

    satchell

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    Jul 2, 2014
    Posts:
    107
    Hey everyone,

    This might be the last video I'll do for this package, as I noticed the link to the asset store states the package is "deprecated". We shall see if the project gets an update. I wonder if the owner would consider transferring the rights to the assets and scripts? I'd consider taking over...not keeping my hopes up though.



    I'll try to update this post with the code later but it is just few lines.

    Take care

    “I cannot teach anybody anything. I can only make them think”
    ― Socrates
     
    Lay84 and Camelot63RU like this.
  38. Testmobile

    Testmobile

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    Jul 3, 2012
    Posts:
    113
    Im very saddened to hear about the situation from the developer, this is a good product, unfortunately those things happen, people rip 3d models from games and try to sell them online, there's indeed some unethical people looking for a quick buck i think the dev could have left the asset for sale and just do the bare minimum, at least until he could put himself back on the tracks or get a new plan, some sales could be better than nothing.
     
    khushalkhan likes this.
  39. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    466
    Hi,
    I am back. Sorry was busy and sad about the failed assets business, so decided to find a day job to support my family. Now I am a proud father of 3 children and working as a UX resercher & team leader, earning 3 times I was earning from the asset store so a lot less stress because I can support my family.

    Some clarification about TPCS.
    It got removed by Unity because I had no time or energy to give support. People complained about lack of support and unity decided to remove from the store. To be honest, I was happy they removed no more stress about support no more memories of failed business it was a good time to heal.

    So future plans
    I am still getting emails from the people to resurrect TPCS, and I decided to publish the latest version 1.7 (some of you got it as a beta build) I will price it 9.99 and will write in the description that I have no time to give support. Also, I thinking to make the 1.8 version to polish this asset so it feels better to play.

    Sorry again that, I was out, but I had to take time off.

    And big thanks to the guys who gave support on this forum.
     
    Mayteka, neoshaman, owyang and 5 others like this.
  40. Paul-Swanson

    Paul-Swanson

    Joined:
    Jan 22, 2014
    Posts:
    308
    You are VERY welcome. Congrats on the additional other 2! This is good news! I know Iv been in conact with some people that were quite dependant on it. So hearing that possibility is amazing. Please do let us know. If you review :
    https://forum.unity.com/threads/third-person-cover-controller.472313/page-48#post-7811013
    Satchell was wondering if there was a possibility of transferring the asset so another dev who is wiling to manage it? I know such a process exists as UFPS guys did it.
     
    JuanFLZ and Lay84 like this.
  41. satchell

    satchell

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    Jul 2, 2014
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    Hi Ed, hope you're ok with Ed? Sorry for the late reply, I wanted to put some thought into the 9.99 price point you are recommending and feel that might be too low. I say keep it at above $80. There will always be pirates and if you go to $10 you may be bombarded with support requests. At a high price you are sacrificing sales but you actually have an incredible product that will counter with the the lack of sales with a higher price. Don't let comments effect your strategy, stay on course brother. But please update the small stuff. The catalog of scripts in TPCS is worth every penny bugs and all.

    Good luck, so happy for your growing family!
     
    Lay84 likes this.
  42. Anhella

    Anhella

    Joined:
    Nov 18, 2013
    Posts:
    67
    Does anyone know how to rotate the melee TPCS player Properly without pressing the w key to rotate?
    thanks
     
  43. Lay84

    Lay84

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    Mar 8, 2014
    Posts:
    34
    soooo, is he back or nah?
     
  44. khushalkhan

    khushalkhan

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    Aug 6, 2016
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    90
    Documentation is gone too
     
  45. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    466
    Submited second time first time got rejected because I lost redbeegames.com domain. restored to : HTTP://redbee.studio
     
  46. EduardasFunka

    EduardasFunka

    Joined:
    Oct 23, 2012
    Posts:
    466
    FAQ from clients:
    "My question is, can you give me some idea how hard it would be to use it to make a networked multiplayer game or give me any tips on what I would need to look out for? I am familiar with networking in general and have programmed networked games in the past."

    Answer:
    The AI uses some random numbers, so same conditions would not necessarily give the same outcomes on different machines.
    Internally, random numbers I think are only used for time delays and could be easily replaced with constants. However there are nodes that explicitly use randomness (MoveToRandomAgainst, MoveToRandomFrom, Chance, ChanceConditional, Random), so those are something to keep in mind.
    The AI state is stored in the State and LayerState, NodeState, ActionState and some related classes (events, alerts, etc). The rest of the code in the AI folder is usually regarded as static stuff that's loaded from an asset (shouldn't contain live data). Synchronize State object and it's hierarchy of layer and node states and the game should hopefully work. I imagine there are some values in the State and LayerState classes that don't need to be synchronized (like calculated NavMeshPath).
    Also, allowing the AI to run as it is and only synchronizing every second or so could also be an option. I haven't optimized the code for networking, so it's probably too much data to be sending constantly every frame. Besides the random numbers, if the rest of the game looks the same on different machines, the AI should act the same. Synchronization in this case would be for ensuring that the game instances don't deviate too much.
     
    khushalkhan likes this.
  47. khushalkhan

    khushalkhan

    Joined:
    Aug 6, 2016
    Posts:
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    https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-started/about/index.html

    Official unity networking solution could be great instead of other third party solutions in my opinion, there is a co-op demo called 'boss room' maybe you are already familiar with that, i am learning netcode thats why i cannot answer technical questions you have asked but i am sure after checking the mlapi or netcode you will figure it out easily because i follow a video about mlapi or netcode & invector integration & it was easy to convert invector into a multiplayer tpc.
     
  48. khushalkhan

    khushalkhan

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    Aug 6, 2016
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  49. khushalkhan

    khushalkhan

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    in video you can see that to share transform over network you just need to make it network object, add network animator so if AI is using random numbers i guess it does not matter as it transform is shared over network
     
  50. Anhella

    Anhella

    Joined:
    Nov 18, 2013
    Posts:
    67
    Hey guys TPCS is Back At The Asset Store go and check it out the new update is 1.7.
     
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