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UFPS : Ultimate FPS [ RELEASED ]

Discussion in 'Assets and Asset Store' started by VisionPunk, Mar 9, 2012.

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  1. dreamlarp

    dreamlarp

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    Just got it. Thank you guys.
     
  2. Upstage

    Upstage

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    Nov 16, 2012
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    When I tried to unzip the file for the leaning system extension the package immediately turned into a folder before I could open it with Unity. I'm not sure why the package is doing this. Any ideas?
     
  3. gv

    gv

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    I am very keen to get the mobile version.... by chance does it also have an option to use the phone tilt sensors to move the cursor aiming ??
     
  4. Upstage

    Upstage

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    I'm actually on a Mac but I don't have this problem with any other Unity packages.
     
  5. Adam-Buckner

    Adam-Buckner

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    In many cases, when you unzip a zipped unitypackage (which I believe is the issue?) then you end up with a folder.

    This is because (iirc) the unitypackage is saved in some flavour of zip, and when the zip decoder looks at the outer wrapping zip, it decodes it, then sees what it feels (quite correctly) is another zip file inside the zip file, so it decodes that too!

    And leaves you with the folder.

    Yay! (>_<)

    Now (iirc) then you get a folder full of 'asset', 'metadata' and 'pathname'...

    Not that useful...

    So - you don't really need to zip a unity package.

    If you do, then you can try to unarchive it using an application you have control over (rather than, say, the Mac's system unarchiver) - StuffitExpander, The Unarchiver... but certainly not Mac's Archive Utility.
     
  6. phato777

    phato777

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    I've had this happen on my mac many times before with the default unarchiver utility built into mac. If you get Unarchiver from the Mac App Store (free I believe) and use that it'll unzip properly. I'll upload the raw .unitypackage along side the zip files too.
     
  7. phato777

    phato777

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    Basically what he said hehe.
     
  8. phato777

    phato777

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    This is not supported by default but I think it'd be a great addition and I'll look into adding in. Thanks :)
     
  9. guyal

    guyal

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    Feb 25, 2011
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    My first attempt to muck with UFPS was to add VISky to a scene. Trivial effort, seems to all work nicely (famous last words). Loving UFPS.
     
  10. TheStone

    TheStone

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    Just Got it, the mobile add on, finally!!!! thank you guys.
     
  11. phato777

    phato777

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    Good to hear. Thanks for letting us know :)
     
  12. phato777

    phato777

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    Great! I hope you really enjoy it :D
     
  13. Adrianzgt

    Adrianzgt

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    Hey guys,just wanted to say thanks to Phato,the EventHandler issue with Unity 4.3 Beta si solved ! :D

    Keep up the great work guys,can't wait to see the Multiplayer in action ! ;)
     
    Last edited: Nov 6, 2013
  14. phato777

    phato777

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    Wow, great to hear. It's unfortunate that we'll have to implement this in 4.3, but it's good to know we already have a fix :)

    I believe that code performs faster than the current implementation anyways, hehe.
     
  15. Upstage

    Upstage

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    A cool suggestion for UFPS could be a vault system to vault over objects. I'm trying to figure that out now but I'm having some trouble.
     
  16. TheStone

    TheStone

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    Dear Phato,

    I just tried to compile on my iMac and I have the same problem... any suggestions... I am trying to compile on Simulator and Device.

    I get the same error on both machines and both platforms... is anyone else having the same problem?


    Thanks.
     
    Last edited: Nov 7, 2013
  17. phato777

    phato777

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    Hmm... I've been able to build fine on my device, both the UFPS Demo and my own personal project with all 3 of those in there. Could you try changing the deployment target to 6.0 and see if that helps?
     
  18. TheStone

    TheStone

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    Hi there,

    Thanks for the fast replay, I did changed to 6.0, but the same.... it looks like it cant link, two methods... DebugStringToFile , BlitImage

    Thanks.
     
  19. TheStone

    TheStone

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    May 18, 2013
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    Can you send me a private message with an email and I will send you the project in a zip file.

    The Stone.
     
  20. TheStone

    TheStone

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    Yesterday I used unity4.1 + xcode5, It was all ok. When upgrade to unity4.2.2f1, problem came out...
    Is that a unity4.2.2f1's bug? or xCode?

    http://forum.unity3d.com/threads/205241-XCode-5-Unity-4-2-2-on-OS-X-10-8-5 :confused:
    ----------------------------------

    Posted: 08:00 AM 6 Days Ago
    Hi everyone. Just add the empty function to main.mm (in xcode) and you're good to go.


    #import <UIKit/UIKit.h>
    #include "RegisterClasses.h"
    #include "RegisterMonoModules.h"

    // Hack to work around iOS SDK 4.3 linker problem

    // we need at least one __TEXT, __const section entry in main application .o files

    // to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation

    static const int constsection = 0;

    bool UnityParseCommandLine(int argc, char *argv[]);

    void UnityInitTrampoline();





    // WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value)

    const char* AppControllerClassName = "UnityAppController";





    int main(int argc, char *argv[])

    {

    NSAutoreleasePool* pool = [NSAutoreleasePool new];



    UnityInitTrampoline();

    if(!UnityParseCommandLine(argc, argv))

    return -1;



    RegisterMonoModules();

    NSLog(@"-> registered mono modules %p\n", &constsection);



    UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);



    [pool release];

    return 0;

    }



    void DebugStringToFile(char const*, int, char const*, int, int, int, int, int) {



    }

    PS.
    Copy from this person post : http://forum.unity3d.com/members/153359-ShaneStevens
     
    Last edited: Nov 7, 2013
  21. dreamlarp

    dreamlarp

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    I have a none mobile add-on question. I have been trying to work out using this kit for things like mechs and space ships that have two weapons fireing together at the same time. Like a laser on each space ship wing ect.. Can you guys make an example of this? Or think about an add-on for space/mech.

    I did notice you have a mech cockpit prefab setup in the content prefab folder..
     
    Last edited: Nov 7, 2013
  22. TheStone

    TheStone

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    May 18, 2013
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    Just as a note, I used my other version of Unity 4.2.1f4 and everything compiled and linked with out problem, it looks like Unity introduced a big bug here... in 4.2.2 would compile compile but will not link on either of my computers.

    The Stone.
     
    Last edited: Nov 7, 2013
  23. phato777

    phato777

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    I'm actually using Unity 4.2.2. What version of XCode are you using? I'm using 5.0.1 (5A2053)
     
  24. phato777

    phato777

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    Come to think of it, I think I've seen this issue before. Try closing XCode and then deleting the XCode project and then re-build. I'm sure you've already done this, but if I recall correctly, this solved the issue for me.

    If that doesn't work, try setting the Stripping Level to Disabled and Script Call Optimization to Slow and Safe in the Player settings.
     
  25. phato777

    phato777

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    Just posted a couple mods over on our official forum.

    A Swimming Trigger to put on objects that let the player know to start swimming. There are some component presets included that make you all floaty like.

    An then a Component Preset Browser. This is a utility for viewing and downloading vp_Component presets from the internet and automatically adding them to the specified components. You can access the Preset Browser from the UFPS menu.

    Check em out.

    Swimming:
    http://visionpunk.vanillaforums.com/discussion/396/swimming-trigger


    Component Preset Browser:
    http://visionpunk.vanillaforums.com/discussion/395/component-preset-browser
     
  26. TheStone

    TheStone

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    @Phato, thanks a lot for your post, but nothing works... I have cleaned the catch, and all the settings you mention, are by default. The only thing that works for me is to use a older version of Unity 4.2.1 or creating a dummy method in main...

    It is not finding this method when tries to link, maybe there is a missing lib, or they got rid of the method in the library... but it looks like is not from your code, as it would not compile in any version..

    I am using Unity 4.2.2f1 and xCode 5.0.1 too.

    The Stone.
     
  27. TheStone

    TheStone

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    Hi Phato,

    I got it to work, but in order to make it work I had to install the NGUI version, and now I dont get any link errors... hope this thread helps others too.

    The Stone.
     
  28. Stardog

    Stardog

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    When pressing play the Player's layers go completely empty in the inspector. Is that normal?
     
    Last edited: Nov 7, 2013
  29. TheStone

    TheStone

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    May 18, 2013
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    Hi there, is anyone knows how to increase the response of the movement controls... I feel they are a little bit slow to react on the screen.

    I find my self swiping to many time the right control to look left or right...

    Thanks. :D
     
    Last edited: Nov 7, 2013
  30. phato777

    phato777

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    That is really odd. In the game I'm making, I've completely removed all NGUI from my project and I'm using dfGUI. I'm not sure why installing NGUI would be the solution, but I'm glad you got it to work :)
     
  31. phato777

    phato777

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    There is a sensitivity setting on the UITouchLook Control (LookPad GameObject in the default HUD setup). Give that a shot.
     
  32. TheStone

    TheStone

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    Dear Amigo,

    Yes, I found it, Thanks!!

    but what would you advise, to get this controls to the screen, so the player can set the sensitivity to his likening of both controls, is it to much trouble?

    Thanks.
     
  33. phato777

    phato777

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    I'd advise you to implement some sort of slider control. If you are using another GUI library, they usually come with a control like this. I know NGUI does. I'll look into adding a slider control to the Mobile Add-on in the future.
     
  34. dreamlarp

    dreamlarp

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  35. phato777

    phato777

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  36. TheStone

    TheStone

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    Hello Word,

    1.- I have build the Mobile version with the A* path, when I kill the two three soldiers, there is no more soldiers, spawning, why?
    2.- When I run the Game in my iPad, it runs well, for couple of minutes, but then as time passes, it becomes more and more slow, it looks like is not releasing memory it is using...
    3.- When I run it on my iPhone, after a couple of minutes it locks up and I have to manually get it out of memory...

    Any help ? :confused:

    Thanks.
     
  37. dreamlarp

    dreamlarp

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    Yes check it out. I watched a lot of its tutorials. It looks like a great way to add quests and other stuff to your kit.
     
  38. phato777

    phato777

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    If you are using the AI asset, that would explain all issues 2 and 3 as it's not optimized for mobile and does have some memory issues that I'm looking into.

    As for number 1, I'm not sure, but I'd reckon that respawn is disabled or something isn't configured correctly, but I'm sure you've already considered that. If you could provide some more information I'd be happen to help you get it sorted.
     
  39. TheStone

    TheStone

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    Hi phato777,

    Thanks for your response, then when you think A* will be for mobile? I see that it is salling for 15 USD, I was guessing is not in Beta anymore, meaning when are you planning for next release? as I need a AI for my games.... and really dont want to mix other with the UFPS.

    The other question, is that when I install the A* PRO, it breaks the game, has you fix this, or is just on my computer?

    I found this link : http://arongranberg.com/astar/docs/iphone.php is this link totally different from what your are doing ?

    For the other thing, I will check.

    The Stone.
     
    Last edited: Nov 8, 2013
  40. phato777

    phato777

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    I'm not sure when we'll have an update for the AI, but my goal is by the end of this month. I'm not sure if this will include mobile compatibility, but I'm hoping so as I've got it working in my game which runs great on an iPhone 5. It is still in beta, the free price was for early adopters and was not to specify if the asset was in beta or not.

    The A* issue will be fixed in the next update, for sure. I was able to get a* pro working in my project by installing the AI asset, then, removing the A*Pathfinding folder that comes along with the AI asset. Now you have a bunch of errors, but go ahead and install pro and you should be good to go. Those errors will go away. It should be as simple as doing that, but might be different for others, so let me know if I'm missing something. Recap:

    - Install AI
    - Delete A*Pathfinding folder
    - Install A*Pathfinding Pro
     
  41. Upstage

    Upstage

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    Is there a way to adjust the muzzle flash and shells for the zoom state so when the weapon in the zoom state they are not triggering in the same position they were in when is not zoomed? I can't figure out why it would be doing this, I tried to look at how the advanced player was set up and it is virtually the same, however it is not a problem with the advanced player. Also I tried setting up a new ammo type for the pistol and applying it the the pistol in the inventory, however it does not change anything. Does anyone know why this is happening?
     
  42. phato777

    phato777

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    Hi Upstage,

    What you want to make sure of is that on your vp_FPWeaponShooter component, there is a State setup for zoom. With the preset on that state, you can change the position of the muzzle flash. For example, the zoom state's preset on the pistol has this:

    Code (csharp):
    1. MuzzleFlashPosition -0.0047317 0.013934 0.9020651
     
  43. Upstage

    Upstage

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  44. david55527

    david55527

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  45. dreamlarp

    dreamlarp

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    Messing around with the The Dialogue System UFPS demo scene and it uses a lot of great events that will help a lot in games. You guys should take a look.
     
  46. TheStone

    TheStone

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    Thanks for the Replay, and I will try those things you mention, and see that happens, even I think I have tried already...

    I think you and your team have done a great job with the UFPS, no dough, but when it comes to AI, it is my analysis that A* is more for console and other platforms, and not for Mobile, as A* havent dont anything important to make it playable on Mobile, and they look like they are not going to... My suggestion is to have a plan "B" for AI Mobile, or in other words a difference choice, I guess you guys will be able to pick the most package suitable for mobile, as I look and look and there are sooo many choices!!! and to try each one and see which one is best, it will be to expensive (just expend 100 USD on this one) and time consuming for an INDIE developer as me...

    Hope you can give us a solution to the pool of clients that are looking for this type of solution too.

    The Stone. :D
     
    Last edited: Nov 9, 2013
  47. TheStone

    TheStone

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    $Screen Shot 2013-11-09 at 11.05.56 AM.png
    Hello Phato777,

    After doing what you told me this is what I get...

    Thanks.
     
  48. phato777

    phato777

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    Hmmm... I'll run through it again in a fresh project with the newest version of A* Pro and report back. Sorry it didn't work out. We'll get it resolved for you though.

    UPDATE:
    I just tried the steps I posted above and came out with no errors and functioning A*Pathfinding Pro with our AI Add-on. This was in a clean project.

    Have you tried this in a clean project at all? Are you using our Assets>Ultimate FPS AI>Remove A*Pathfinding Project menu to remove the A*Pathfinding? If so, don't use this method. Just remove the A*Pathfinding folder located at UltimateFPS/Scripts/Gameplay/AI/A*Pathfinding

    Let me know how it goes. I can record a video to show the steps I'm doing if need be.
     
    Last edited: Nov 9, 2013
  49. jman12

    jman12

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    Hey phato777. Just bought your pack. When I open any levels that came with the pack the screen goes black. I tried dropping the advanced player prefab into a new scene and it does the same thing. Can't get it to work. Any idea why?
     
  50. deckard

    deckard

    Joined:
    Sep 15, 2009
    Posts:
    158
    Hi Phato,

    I have just purchased the mobile addon for UFPS. I have noticed the following bugs:

    1/ the "StartWeapon" value of vp_FPWeaponHandler is not taken into account by the vp_UITouchWeaponSwitcher. Furthermore, if "Have" is set to 1 for some weapons in the vp_SimpleInventory, the corresponding items are not correctly added to the "m_EquippedWeapons" Dictionary in vp_UITouchWeaponSwitcher, at the initialization of the game.

    2/ in the prefab RootUI NGUI, the sprite "joystick_background" is named "Knob" and the sprite "joystick_knob" is named "Background"

    3/ currently the screen position of joystick knob is constrained to a square corresponding to the [-1,1] values of the x and y stick axis. It should be constrained to a circle instead, to fully emulate the behavior of an actual joystick.

    4/ the major hiccups upon wielding/unwielding or reloading of a weapon, which I had already reported, are still there in the 1.4.6 version, and very annoying on mobile/tablet. Lowering the MAxEventPerFrame value of vp_Timer does not fix the problem at all. Do you have any further hint to solve the problem?

    Deckard
     
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