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UMA - Unity Multipurpose Avatar on the Asset Store!

Discussion in 'Assets and Asset Store' started by FernandoRibeiro, Dec 24, 2013.

  1. Jaimi

    Jaimi

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    That's strange - I didn't get a notice for this until a few minutes ago. But it appears like it was posted Thursday...

    Anyway, that error is on this line:

    GameObject tempGameObject = UnityEngine.Object.Instantiate(mesh.transform.parent.gameObject) as GameObject;

    That's saying either your slot mesh is null (didn't fill it out), or somehow it doesn't have a parent.


     
  2. Jaimi

    Jaimi

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    Also, if you want to continue to use the atlases, you should enable UMASimpleLOD, it will regenerate your atlas on the fly, as the characters are farther away. It saves a lot of video memory in most cases.
     
    LSPredator likes this.
  3. LSPredator

    LSPredator

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    I use detail normal map at skin. When I switch Build Target to android I have strange problem. When I switch to PC everything looks normal.
    Is something I can do to fix this issue at android? I want to use detail normal map because with it skin looks more beauty.
    upload_2020-7-20_13-23-0.png
     
  4. LSPredator

    LSPredator

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    Thank you! I will try this for long range NPC.

    Actually I want to use UMA on android. If I make atlas resolution to 2048, then the texture size 20 MB, which is a lot for android. Given that the material will need at least 3 textures, this is already 60 MB. And that's just skin, no clothes. If I make atlas resolution to 1024, then the skin texture shrinks to 512 and loses a lot in quality. And I want the skin texture to be 1024. I turned off the atlas generation, but I ran into the problem that a separate skin texture was created for each part of the body (arm, leg, etc.), as a result, many identical textures were created, which further increased memory consumption.
    Is it possible to somehow specify in the code to reuse the same textures when the atlas is not created?
     
  5. Jaimi

    Jaimi

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    Make sure the texture settings are correct for Android on the normal map, and that the texture type supports normals.
     
  6. Jaimi

    Jaimi

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    There is currently not a way to do this. But, you can choose to downsample the resolution on specific textures (like normal maps or metallic maps) in the umamaterial texture channels (increase the number to downsample). You can also tell specific slots to lower the resolution in the atlas (so eyes, for example, can use much less space) with the "Overlay Scale" field (this is a multiplier, so 0.5 would be 1/2).
     
  7. umutozkan

    umutozkan

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    It seems like atlas detail normal shader is outputting a pink texture for Android. Apparently it is failing to merge the textures when build is android. I am trying to figure out what's wrong.
     
  8. umutozkan

    umutozkan

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    The atlas detail normal shader depends on grab pass to get previous state of normal map to apply current one on top of it. And as I understand Adroid have issues with grabpass :(
     
  9. LSPredator

    LSPredator

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    It's something wrong at AtlasDetailShaderNormal shader for mobile.
    At AtlasShaderNormal shader and NormalSwizzleShader I see checking for UNITY_NO_DXT5nm define. But I don see same checks at AtlasDetailShaderNormal shader. It's using pack and unpack methods. They must be different for having UNITY_NO_DXT5nm and not having.
    This is example for unpack method:
    Code (CSharp):
    1. half3 UnpackScaleNormalRGorAG(half4 packednormal, half bumpScale)
    2. {
    3.     #if defined(UNITY_NO_DXT5nm)
    4.         half3 normal = packednormal.xyz * 2 - 1;
    5.         #if (SHADER_TARGET >= 30)
    6.             // SM2.0: instruction count limitation
    7.             // SM2.0: normal scaler is not supported
    8.             normal.xy *= bumpScale;
    9.         #endif
    10.         return normal;
    11.     #else
    12.         // This do the trick
    13.         packednormal.x *= packednormal.w;
    14.         half3 normal;
    15.         normal.xy = (packednormal.xy * 2 - 1);
    16.         #if (SHADER_TARGET >= 30)
    17.             // SM2.0: instruction count limitation
    18.             // SM2.0: normal scaler is not supported
    19.             normal.xy *= bumpScale;
    20.         #endif
    21.         normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
    22.         return normal;
    23.     #endif
    24. }
    https://forum.unity.com/threads/way...-normal-map-im-atlasing-many-textures.661360/

    But I can't find example for pack method.
     
  10. umutozkan

    umutozkan

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    Hmm I'll have look at this.
     
    myth1991 likes this.
  11. edwaitingforyou

    edwaitingforyou

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    Greetings,
    we currently faced a problem about rigging and creating race in UMA.
    The rigging is done by 3DsMax as well as the modelling.
    We followed the tutorial and instrusction to create extra Global and Position rig as showed.
    After several testing, we are still facing the problem that the rigging is totally messed up in UMA.
    Thanks if anybody could help, sinerely appreiciate.

    upload_2020-7-21_19-11-6.png
    upload_2020-7-21_19-11-25.png upload_2020-7-21_19-11-46.png
    upload_2020-7-21_19-13-13.png
    because some copyright problem we can't show the correct texture.
     
  12. BAIZOR

    BAIZOR

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    @Jaimi Hello,
    I'm using UMA with Addressable. There is 100% reproducible issue.
    The trouble is that - UMA can't load the custom race model from addressable.
    I'm sure that loading is completed successfully.

    If use custom race with just a single slot it works. But if create additional slots for supporting clothes UMA can't load the resources from addressable. But it successfully loads locally in Editor and shows the model with all animations.

    So how to reproduce it:
    1. Create a folder and mark it in Addressables with some label, let's call it "LABEL_0"
    2. Create RaceData, TextRecipe, UMAMaterial, import 3d model with multiple submeshes and create one Slot and one Overlay through UMA Slot Builder.
    3. Let's add all of the stuff to Global Library Index
    4. Check the model locally in editor - it works fine
    5. Build Addressebles load to a remote server.
    6. Build the Android build which should load the model from that remote server (it fails)
    From the code I'm calling loading by UMAAssetIndexer.Instance.LoadLabel("LABEL_0", true);

    After many hours of debugging, I found that UMA in LoadLabel and deeper methods can't get GUID of the resources (RaceData), after that UMA can't create _Path and as a general result cant load the resources.

    But if repeat all of this with custom model with just single slot - it works.

    Link to the model
     
  13. Jaimi

    Jaimi

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    I believe that I fixed the loadLabel issue in the current dev tree:

    https://github.com/umasteeringgroup/UMA/tree/develop

    You can pull the code from there, or wait for the update on the asset store. I should be updating the Asset Store by the weekend.
     
    BAIZOR and hopeful like this.
  14. Jaimi

    Jaimi

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    I don't have 3dsmax anymore to test the export. But typically, this is a problem with either the transforms not being applied before exporting, or with the transform coordinate system ("axis conversion"). The following video says to use "Y-Up", but the earlier doc says to use "Z-Up". I do not know which one is correct.

     
  15. myth1991

    myth1991

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    Merhabalar umut bey iyisünizdir inşaallah. Türk olduğunuzu gördüğümden sorumu türkçe sorma gereği gördüm.

    http://umawiki.secretanorak.com/Creating_a_customizable_prefab
    Buradakilerü harfiyen uyguladım. Ancak çıkarttığım prefab dosyasını sondaki resimdeki gibi yan yana koydum karakterleri. Ancak projeyi başlattığımda sadece 1 karakter görünüyor. Ama o da yan yatmış eller yanları açık şekilde.

    Neden kaynaklanıyor acaba. Neyde hata yaptım.
     
  16. giotta

    giotta

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    Good evening.
    Can anyone explain to me how to adapt the asset store animations with the UMA model please?
    Why are 99% of animation assets malfunctioning with the UMA model? Do I have to go retargeting?
    Thx
     
  17. Jaimi

    Jaimi

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    The UMA model uses Mecanim for animation, so animations should work fine. Make sure you are using the default races. If not, edit the "racedata" of the race you are using, and make sure the "tpose" is set to the "mecanim friendly" version.
    If you are talking about making sure an animated arm hits a specific spot, then this is a problem with ALL animations that are retargeted, not just UMA. For things like that, you need to use IK to make sure hands end up where you want them, etc.
     
    hopeful likes this.
  18. Jaimi

    Jaimi

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    You need to follow the tutorial exactly. You cannot create a prefab of the UMA while the game is running. You must create it during design time.
     
  19. giotta

    giotta

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  20. colpolstudios

    colpolstudios

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    Hello, to be honest, I am a little frustrated with trying to learn how to use UMA.
    I started off by following the tutorials on importing an abode fuse character into blender and then find out that tutorial was old, but the new updated version shows the use of a Daz model. I would have to pay to use a Daz model!

    So, trying a different approach I would use the UMA character, to replace the cowboy in the third person cover shooter asset.
    The cowboy character has a number of weapons, each with scripts that need to be used by the new UMA.

    I believe that these weapons need to be added to the global database?

    In order to use the weapons with the new UMA, I have searched through google, but I can not seem to find a clear guide on how to even begin. UMA has been improved and a lot of the information is no longer relevant or specific to another asset.

    I am thinking very seriously of abandoning my use of UMA and simply using Blender 2.8 and the mb-lab addon!
     
  21. ldc3

    ldc3

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    So far I like, but every few days, all the Races disappear. I'm on version 2.10. What is going on with it? I'm not even working with the UMA, I'm adding sprites to a GUI and suddenly my character stops generating and in the races drop down, they all disappear. I have to mess with it, reimporting and reimporting for 20+ minutes to get them back. Please help/fix.
     
  22. hopeful

    hopeful

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    An UMA model in Unity is just like any other humanoid model. It should have the exact same handling under Unity's mecanim system.

    UMA is a system for creating humanoid models. Once created, they are completely normal, typical, models.
     
  23. Jaimi

    Jaimi

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    manuel bastioni abandoned his addon, I believe it is no longer available. But of course do whatever you need to do.

    Using a weapon with an UMA is no different than using it on anything else. Just make the weapon a child of the bone. This is the same for a static model also. As with all other weapons, you will probably need to use IK to match for rifles, etc.

    If you need the bones to exist at design time, you can use the "Bone Builder" to make them.
     
  24. Jaimi

    Jaimi

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    It sounds like something is happening to your library. Are you using the UMA_GLIB prefab?
    If not, delete the UMA_DCS prefab, and put the UMA_GLIB prefab in.

    Also, you can rebuild the library by just taking the option on the global library window "File/Rebuild From Project".

    Not sure why you need to reimport anything. If something is deleting UMA files, it's not UMA.
     
  25. colpolstudios

    colpolstudios

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    If I had clear instructions on how to do this that would help?
    The MB-lab is alive, but the licence is a mind field. Despite the fork! I simply can not take any chances.
    There is a lot of information out there on the use of UMA, but it is not currently updated. The video tutorials are old and do not cover the aspect of adding weapons to the recipe.

    In regard to third person cover shooter and your quote "
    As with all other weapons, you will probably need to use IK to match for rifles, etc." It may be the simpler option to use a standard 3d model and NOT to use UMA.

    But personally, I feel that your excellent asset can be used, but with Beginner in mind, taking into account the changes with the asset.

    I have created a new character but using fuse and I'm happy for now, I am new to both assets, but not new to unity!

    Ideally, I want to use UMA, for the main character and the enemies, but the core relies on getting it right from the start.
     
  26. Jaimi

    Jaimi

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    There is a sample scene that shows how to mount weapons.
    To use the bone builder, right-click on the UMA in the hierarchy, and choose the option "UMA/Create Rig Using Bone Builder". That will generate the bone structure for the current race selected on the prefab.

    UMA is not my asset - it's free and open source (MIT license). I'm just the person currently working on it. There are other developers, and they come and go as they get busy. As open source, parts of the documentation can lag behind, or not get updated. But we're hopeful others will join in and help out - all help is appreciated.

    UMA should be used if you need specific things. If you need to keep the number of drawcalls down, if you Need to be able to modify the textures and shapes at runtime, be able to equip clothing, etc. It's basically a dream tool for Adventure, RPG and MMORPG games. Games that need static characters are better off by creating them in Blender.
     
  27. hopeful

    hopeful

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    UMA is a runtime character creation system. It's for developers who are making games that require a large number of individual characters or player-customizable characters.

    For example, many games have humans, elves, dwarves, aliens, etc They have a wardrobe of different armors, dresses, jackets, hairstyles, and so on, with the idea that the costume items can be mixed and matched.

    In this situation, each type of clothing item or alternate look can be a slot (mesh) or overlay (texture) in the UMA system. You add them to the library and can call them up as needed.

    UMA is the system that holds these meshes and textures and assembles them at runtime to build characters.

    You can add your own art to UMA, including art you make or art you have purchased from the Unity asset store. Fuse or MakeHuman can be a source. DAZ, which requires a license for use in a game, can be used as well. The art can be highly realistic, anime, chibi, whatever you supply.

    To use your own character art, you must match it up to the UMA rig and weight the mesh so it will respond to bone morphs and animations. Then export it properly from Blender (or other modeling program) and import it properly into Unity. It's not really that tricky, but you need to focus on all the details the first time you do it to get the correct settings.

    While any mesh that is going to be used as an UMA slot (like a body part or clothing) must be added to the UMA library, weapons and the like do not. UMA is for creating customized character meshes, and weapons would not normally be a part of that, with the exception of finger claws, fangs, and things that are built into a model. Swords, shields, pistols, etc., would normally be separate items. How you equip your characters with weapons, spells, vehicles, etc. isn't part of the UMA system, but something you'd do on your own as part of your game.

    The best way to begin with UMA is first to understand how normal humanoid characters work in Unity. Then download the free UMA package from the asset store and run the demo scenes. This should illustrate a lot of what's going on. Aside from that, there are some videos by Secret Anorak on YouTube that help answer some of the common questions (it sounds like you've seen at least one of these).

    I apologize if I'm restating the obvious, but sometimes a person has like 90% of the picture and the missing 10% is what's causing confusion.
     
    xeye and Jaimi like this.
  28. colpolstudios

    colpolstudios

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    "There is a sample scene that shows how to mount weapons." What is the name of this sample scene?
    Mounting objects example is the scene, but this confuses me. Do I use this method to add the weapons or do I use bone builder and parent the weapons to the bones?
     
    Last edited: Jul 25, 2020
  29. xeye

    xeye

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    Slowly getting UMA to do some of the more eccentric things I am needing it to. The latest issue, I notice gloves/footwear (sensibly) are dealt with in pairs. I have a case where I want to hide one of each (just show a single glove, just show a single shoe).I am curious if there is a simple way to do this - like a wardrobe hider where I can block out the unwanted glove,shoe, whatever?

    Also as an aside I'll add that I had major issues with the "mesh hider element" modification (couldn't get the tool window to appear), googled it and saw the suggestions, nothing worked for me. Finally after some futzing with it, I tried resetting my window layout to Factory Settings and that solved it, FYI.
     
    hopeful likes this.
  30. myth1991

    myth1991

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    I apply the tutorial completely. I create a prefab. however, when he leaves the prefab on the stage, the character appears to be lying on his side.

    it does not appear when another prefab throws.
     

    Attached Files:

  31. hopeful

    hopeful

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    While many games simplify and try to be economical by applying mirrored gloves, boots, sleeves, and shoulder pieces, UMA shouldn't be preventing you from adding one mesh to the left and another to the right. I think it used to be that we could devise our own slots plan (and there was a complicated slot map published somewhere in this thread by Fernando), but to be honest, I don't know the current status on this.

    I think I read recently that the number of possible costuming slots has increased.
     
  32. hopeful

    hopeful

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    It's up to you how you want to do it. It depends on your game and the object(s). Like, in some games the weapon would always be out, while in others it would be swappable or hidden and then drawn when needed.

    You can add an object like a pistol to the hand using the bone builder at edit time. Or add a jet pack or wings to the back, that sort of thing. Just be sure that when adding to the rig your objects always have unique names, as UMA uses a dictionary for the rig that requires unique names. So if you are adding a pistol for each hand, you should probably name them something like l_pistol and r_pistol as opposed to naming them both the same, which will cause an error during character building.

    You can also add objects by code after the character has been created. This is required in situations where you don't know what weapons will be carried till sometime during play. In this situation, there's nothing unique to UMA, except for the unique object name requirement.

    If you are adding objects / weapons during play, you will probably want to take the extra step to include a mount point in the rig for each place the weapon / object will appear. Like if a weapon can be carried in either right or left hands, you will need a mount point for each hand, otherwise the orientation of the weapon will change depending on which hand it is held in.

    Also, you'll want to change the names of the objects as you add them to the rig, so that the name of the pistol object, for instance, becomes l_ or r_pistol.
     
    Last edited: Jul 25, 2020
  33. colpolstudios

    colpolstudios

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    I have attached a link to a screenshot here: https://ibb.co/fYgnShd

    I could not simply add to the prefab, unity won't let me. Instead, I copied the weapons and hit boxes and pasted them into. I hope the correct place.

    There is no way of telling.
     
  34. colpolstudios

    colpolstudios

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    I am using third person cover shooter the weapons are controlled by its scrips as to showing or hiding them.
    possibly someone else has been able to swap the cowboy character into a UMA?
     
  35. Jaimi

    Jaimi

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    Normally, this happens when you create a prefab of the avatar at runtime. I will follow the tutorial and make sure it still works. If not, I will fix it.
     
  36. Jaimi

    Jaimi

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    There is a bone visualizer script you can add that will let you visualize the characters rig at edit time.
     
  37. colpolstudios

    colpolstudios

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    Before I do something horribly wrong thought it best to ask for some more help.
    I assume that I will need to put all of the cowboy scripts onto either the UMA_DCS_PLAYER or do I put them onto the newly created empty "Cowboy_UMA" The image linked below should help clarify what I mean.
    Link: https://ibb.co/vkhsRbL
    I have yet to hit the save prefab!
     
  38. colpolstudios

    colpolstudios

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    small update, I found the bone visualizer script, however, the UMA is not in a t-pose at edit time.

    I would need him to be in a T-pose in order to correctly place the weapons.

    Is there a way to correct this?
     
  39. Jaimi

    Jaimi

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    I followed the prefab tutorial, and it worked fine:

    PrefabTutorial.png

    This particular character also had a pregenerated rig. I tried it both with and without attachments, and there were no problems.

    The problem you show is normally caused by saving the prefab during runtime generation. This does NOT work.
     
  40. Jaimi

    Jaimi

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    The character is in an A-Pose by default. This should be sufficient for attaching items.

    apose.png

    If you want the character default to be T-Pose, you will need to reposition the rig in Blender, and resave the "tpose" asset, and use that. This is not recommended. I honestly have no clue why an a-pose would not be good enough for attaching items.
     
  41. Jaimi

    Jaimi

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    UMA 2.10.1 uploaded

    Available on the asset store here:
    https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611

    You can also download the package on github:

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.10.1

    This is a bugfix update, with only a few new features.

    New features
    • AvatarDefinition class added.
    • Created to allow the creation/update of avatars without generating in UMA.
    • Updated Save And Load sample scene to optionally use the new AvatarDefinition
    • SecretHair added
    • Added support for submeshes other than 0 in MeshHideAssets
    • New events on DCA for AnimatorSaved/AnimatorRestored
    • Added features to Animation Target Renamer
    Fixes/Updates

    Addressables

    • Caching would cause addressable items to fail after the second load of a recipe.
    • ASMDef function moved to preferences, fix for broken asmdef with addressables.
    • Fixed possible timing issues in DelayUnload functionality when events are out of order, or new builds happen too fast.
    Global Library
    • Addressables Group Generator was adding textures twice. Fixed.
    • AssetBundle add function would get an error when loading at runtime.
    • Missed freeing a reference on the item when released.
    • Added Menu Item to cleanup references if you somehow got them while switching to addressables.
    • Fixed lockup bug in some cases while drawing menu items and turning addressables on/off.
    • Fixed AssetItem GUID references at runtime (only needed at edit time)
    • Fixed various bugs with missing types, null checks, etc.
    Misc Fixes
    • Unable to set the default renderer options in some versions of Unity.
    • Checks for nulls in some cases where items were removed, but not from lookup tables.
    • Fix AssetDB v2 crash issue when inspecting SlotDataAsset
    • Optimized the loading of overlays from recipes when having a large number in a recipe.
    • Wardrobe Editor was clipping the content incorrectly in 2019.3+
    • Negative Blendshapes can now bake correctly
    • Fix for MeshHideAsset editor scene in HDRP, 2019.3+
     
    Last edited: Jul 26, 2020
    xeye, hopeful and umutozkan like this.
  42. colpolstudios

    colpolstudios

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    If I have both the cowboy and the UMA at zero in the scene and change the animator on the cowboy to the Apose and play. I should be able to copy the transform of each weapon and other elements. I will try later today.

    Ok, so that will not work so i will have to manually place all the items. This is extermly hard to do. But if we had a choice of a deafult T_pose on the uma I could smiply copy and paste all the items. Seems like a good reason to have a t-pose default for the UMA.
     
    Last edited: Jul 26, 2020
  43. colpolstudios

    colpolstudios

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    Last edited: Jul 26, 2020
  44. colpolstudios

    colpolstudios

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    I have just spotted that I have gone about setting up the UMA wrong from the start. It's very easy to miss something important. So I will have to start over.
     
  45. colpolstudios

    colpolstudios

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    Just in case anyone is interested here is the UMA with all the scripts from the cowboy attached to the UMA and hopefully all the weapons, hitboxes, and colliders correctly placed.

    https://ibb.co/cJRwvSx

    I have no way of knowing if any of these positions will work as the cowboy default is a T_pose!

    Request: Please think about adding a default T_pose to the UMA.
     
  46. kenamis

    kenamis

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    Posts:
    386
    huh? Are you placing weapons, hitboxes, and colliders in world space or on the root? Those should be parented to the bone objects, so it wouldn't matter if it's a t-pose or a-pose.
     
  47. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,190
    New release today, which starts our NPC Modular Pack. When released this pack will offer dozens of NPC Medieval Styled clothing, all interchangeable and modular, similar to our Modular Knight Series packs. This first release - A Medieval TownsMan, sets the flavour for the many costumes to feature in the pack. Hair is taken from our Modular Hair pack.



    Pack can be purchased for just $18

    Visit the Arteria3d website below
    https://arteria3d.myshopify.com/collections/uma/products/medieval-townsman-a-for-unity-uma

    Again, thank you to the UMA Team for allowing Arteria to promote packs here. Apreciate all your hardwork and support over the years.
     
    Jaimi likes this.
  48. Gervais54

    Gervais54

    Joined:
    Apr 7, 2016
    Posts:
    37
    Hi Jaimi

    i just started a new project with the new version and a did get an error for the following file
    AvatarDefinition.cs

    The following line was giving compile error missing assembly
    using UnityScript.Macros;

    after commenting it all compile error are gone
    Just to let you know
    Don't know if this was the correct solution or if you need to fix it in the new version

    i am using Unity 2020.1.0.f1 and the URP las version
     
    Last edited: Jul 27, 2020
  49. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    Thanks - I just fixed this and uploaded a new package. Something in Unity added that, I have no clue where it really came from, and doesn't seem to cause an error in 2018.4.
     
  50. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,190


    Every so often Arteria3d offer a free UMA Asset from our 100 strong Library.

    Today we would like to offer this to the UMA comminity, Simply visit the Arteria3d UMA section, choose the 'single costume' pack you would like and email orders@arteria3d.co.uk with your request. Enjoy.

    UMA Collection on Arteria3d
    https://arteria3d.myshopify.com/collections/uma
     
    michaelday008, Jaimi and limpin_jezus like this.