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Third Person MMO Controller Documentation?

Discussion in 'Editor & General Support' started by markfrancombe, Mar 9, 2012.

  1. markfrancombe

    markfrancombe

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    Can someone please tell me where the documentation for the Third Person MMO Controller is?

    https://skitch.com/markfrancombe/8ei52/unity

    Here is says "Documented and polished to great detail"

    Well in the package there is a documentation folder with a PDF for both controllers, but no real instructions.
    For example, where to I attach my character model? How do I link it up to the Animations for Idle and Run etc...
    Maybe this is common knowledge for the seasoned Unity developer, but then... they wouldnt be using this controller.
    please.. a walkthru from adding this to a project to having a character run about.

    Regards Mark
     
  2. markfrancombe

    markfrancombe

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    OK, no answers... I must be writing something wrong, or being too annoying.. I must try to avoid that:

    In an attempt to get to the bottom of this I would like to start at the start and see if someone can spot what is wrong.

    I have installed the MMO 3rd person controller, (the Viking demo) And that works very nicely. I followed the read me about adding two Input elements Side and ToggleWalk, then the Viking demo could work.

    So, then, New Scene... Blank Slate. I create a Plane (for someone to stand on) and drag in the MMO 3rd person controller, prefab.
    Run it..
    Now rotate works flawlessly, as I move the mouse, camera revolves around the Capsule. But no joy from WASD.

    So I try an experiment, I drag exactly the same controller into the Viking Demo Scene, now it works (in fact at right angles to the viking, but weh the Viking runs North for example, the capsule goes West...

    So what Im a missing in my clean scene?

    And Stage 2..

    Removing the Viking, and adding my own model. (OK not my own, a mixamo, where I have bought 3 animations Idle Walk and Jump, tis all I need for now...)

    Any takers?
     
  3. Tharkis

    Tharkis

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    I have the same issues. I've been playing with it for the last hour (after figuring out you had to add additional inputs for the ToggleWalk and Sidestep). I'd love to hear from someone who has gotten it to work.
     
  4. Tharkis

    Tharkis

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    Ok I figured it out. Look at the camera and controller scripts. You have to set the layers to everything. Though I think that you probably need to set up layers specifically for this (which I haven't figured out yet). However, setting them to say Everything will get the wsad working.
     
  5. markfrancombe

    markfrancombe

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    Thanks Tharkis... I didnt get an email notification of your answer.. I'd actually left this problem to concentrate on some other stuff... So Im back on it...

    How did you get on?

    My next issue is to attach a character and get the animations working...
    Anyone have any experience here...
    Off to check the Vikings...
     
    Last edited: Mar 17, 2012
  6. markfrancombe

    markfrancombe

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    I have added my character to the controller, attached my animations. And now when i run, he moves and rotates, and plays the idle animation.
    But NOT the run animation.

    So I peek at the Viking demo again, I notice that Unity have two sneaky extra scripts, the CloseCameraFade (I dont think I have any issues with yes just yet... maybe later) and AnimationController .. Aha..I think.. and add these two.

    Seriously, if this file is important to the system, why no instructions??? Just 2 limited PDFs about the other 2 scripts... that are basically explaining what you see in front of you... wheres the walk-thru?

    Soo.. I add them,there's some transforms to add.. thats not too complex, (but here I DID still have to pop into Viking demo after every step to see what that transform REALLY was... their root, was my hips, their hub was my spine etc etc.. Again.. and explanation for us nubes...

    there is some issues now with my animations not being named the same... they require run walk jump.. mine are all player@run, player@jump etc etc.. but i get around it (at least i stop the console messages) by changing some names and fiddling a bit..

    Still no animations happening when I play...

    Now Im wondering.. if somehow im doing it wrong by building the character in the scene.. am I supposed to somehow construct it as a prefab that I drag in??

    What IS the work flow here... I have scoured YouTube for tuts.. but they are either too crap to understand, or so far away from what Im doing...


    PLEASE UNITY.. Help me help me help me!!!!
     
  7. markfrancombe

    markfrancombe

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    I'm sorry but I HAVE to bump this. I have been away, spent money on OTHER controllers, which, although easy to set up and worked, did NOT give me the exactly control that I want for my character in my game. This demo (with the Viking) is exactly, to a tee, what I want, so I MUST get it working.

    Last night I tried again, and got the same results! I copied ALL the elements of the Viking, except using MY model.

    I checked the layers thing that Tharkis was so kind to put me on to, but te same... AS LONG AS IM IN A NEW CLEAN SCENE, IT DOESNT WORK.

    If I build my rig within the Viking scene, then it works.. BUT if I thin package up my model with attached scripts and stuff and export it.. and THEN import THAT into my game, it wont work again...

    So WHAT is the connection between the character and the scene, that I am missing...

    Layers stuff?

    Input Stuff?

    What happens (if this helps) is that when I press play... rotate (and my Shuffle Anmimation) will work, or or with some settings, he will go straight into the Fall animation and float, a bit like that girl in Matrix...


    So Unity, can you stop updating the latest version of Unity Pro (that I cant afford) and give me 5 minutes to help me out here?

    Mark
     
  8. Tiles

    Tiles

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    Sorry to say that, but you may be at the wrong track here. The "full documented" MMO character controller is some kind of a marketing claim. And you will not be happy with controllers made by others neither. To be able to modify code you need to be ablet to understand the code. The MMO Character controller is already ways too complex to make it easy to understand, let alone to modify it. You are better suited to create your own character controller, and to add your needed functionality step by step so that you know what does what.

    It all starts with the Character Controller. And the two movemends methods move and simple move.

    http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.Move.html
    http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.SimpleMove.html
     
  9. markfrancombe

    markfrancombe

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    Hi Tiles!

    This is one of those "im being helpful by telling you that you wont be able to do it" posts. Thanks for trawling the Unity docs and finding the NEWB beginner pages.
    I make my living by building and shaping and altering what others have done. In making a game, one cannot simply make everything oneself, its a team effort. Im sure you understand as you appear to be running an excellent resource on your website!

    I have already stated that the Viking controller is exactly what I need for my own controller. No more, no less. And its NOT a particularly complex controller in terms of functionality (check out the Boot Camp Soldier if you want to see a controller with some serious functionality (most of it is switched off).

    The Viking works doesnt it? So my, maybe naive assumption is that, with some work, (Im not expecting it to be all plain sailing) I can simply add my own models to this controller and the will work too, unless theres some kind of magic in our Nordic friend that makes it work?

    Sorry for the sarcasm, Im English, and it comes too easily, its meant as humour, I really do appreciate the time and effort you have spent in answering. If you have any suggestions regarding this particular Package I would be very happy to hear it, as you are obviously a quite skilled fellow.

    Im pretty sure that the problem lies somewhere in the input keys, as some work but some dont... On the other hand, I have had some strange behavior by just adjusting the capsule collider a tiny amount, so there might be something there...

    I really wish someone from Unity would answer this thread, or someone who has had success with the package.

    Mark
     
  10. Tiles

    Tiles

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    Well, i see where you are coming from. It`s simply not what you wanted to hear. Sorry bout that ;)

    But you haven`t really understood the point yet. I made the same mistake than you before. I have spend several weeks with the try to adopt the MMO character controller for my needs. And i was simply unable to finish what i have started that way. I have then started to write my own character controller. Now i know what does what, and can modify it in the way i need it. And i was finished after a month.

    My post wasn`t one of those "im being helpful by telling you that you wont be able to do it" posts really. But one of those "im being helpful by telling you that you better don`t do it the current way because it costs too much energy and time compared to writing it from scratch" posts :)

    It doesn`t really help you that the MMO Character controller is exactly what you are looking for when you can`t even attach it sucessfully at your mesh :)
     
  11. markfrancombe

    markfrancombe

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    Well this is true... I guess, seeing that Unity is such a great product, I thought that a controller made BY Unity, might actually work! I have also been trying out the RPG character controller, from a third party, and that also took a little time to get working, but when I did, I realized that it wasn't quite what I was after.

    I DO wish that I could attempt what you suggest, but Im simply not a coder, well not a coder "from scratch". I have achieved alot by re-working and modifying, and I can "read" code when I see it, but thats a far cry from sitting with a blank screen.

    I am, by trade, an animator and film-maker, and Im nearly 50... so Ive learned and RE-learned many new ways of working, starting from film and stop-motion, to video and 3D... coding is something I wish I had the time to learn, but I'm afraid it aint gonna happen...
     
  12. Tiles

    Tiles

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    I feel your pain. My main passion is also making graphics. And it can`t be simple enough for me. Still, when you want to move things around then you need to write code at one point. It`s not this hard. It`s just time consuming. On the other hand, you already wasted lots of time with the try to get your MMO controller to work :)
     
  13. adamnorton

    adamnorton

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    I also downloaded this and got the demo to "run". But the animation, I can move but the poor Viking is twisting around and around at the waste. Fall and Land are failing to even be recognized as existing. Had to comment them out.



    Not sure how these work, with the others third person character controller, I have been able to drag and assign the animation.
    the ones in this tool look different, and I don't know where to do that/ Can anyone explain what needs to be done, how this animation works. Point me to a tutorial? I am willing to do the work, Read the Manual, just don't know what to read. :D
    Thanks a bunch.
     
  14. Socrates

    Socrates

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    I just got this working yesterday.

    For some reason, the various animations are split out into what appear to be different model files, one animation per model. They're in Assets/Demo/Assets/3D. The files are labeled things like "Viking@Fall".

    You can just go to the Viking definition, look for the Animations component, and then change the Animations array to size 7. Go into the various files like "Viking@Fall" (or have Unity only show AnimationClip) and drop one animation into each of the seven slots. I ended up with Fall, Idle, Jump, Land, Run, Shuffle, and Walk. I put in Idle as the default animation.

    This got the controller working and got the two NPCs to be standing in Idle mode.

    Hope this helps.
     
  15. adamnorton

    adamnorton

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    Hello,

    I don't understand:
    When I go to the Viking model in "Assets/Demo/Assets/3D" most of the options, including animations are grayed out and locked. And the Animation is already at 7. At least in mine. I did try and reassign all the animations on the the Viking prefab, and then move those to the Dude, and the NPCs. I get an error because the main one is not imported. http://img195.imageshack.us/img195/4886/naughtyviking.jpg

    I think this is a Unity import problem.
     
  16. Socrates

    Socrates

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    adamnorton:

    On the upper right of that image you posted, you have "Animation Missing (Animation clip)" on the top of the Animation component. I dropped Idle into there.

    Try that because other than that, it looks like my setup.
     
  17. adamnorton

    adamnorton

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    Still getting 2 errors.



    Looks like on Dude I am missing.
    Renderer on the Close Camera Fade Component.
    And something on the Animation Component.

    What do you have there?
     
  18. Socrates

    Socrates

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    The Renderer is the BaseHuman located in the Viking that is part of Dude.

    The Target on the Animation Controller is the Viking that is part of Dude. Just drag and drop in and it fills in the Animation component.


    On your Animation Controller, you have nothing for "Spine". I have "CATRigSpineCATRigSpine1". You have nothing for "Hub". I have "CATRigHub001". Both are part of the Viking that is part of Dude.