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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. colpolstudios

    colpolstudios

    Joined:
    Nov 2, 2011
    Posts:
    150
    I second this: Plus you can make your own clothing, even I managed to do it :) Do you 3d model? Blender is my tool of choice there are a number of addons that help when it comes to clothing. Personally, I did succeed in creating a new race, but its not worth all the extra work. Just a heads up :)
     
  2. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    UMA 2.11 RC1 is released on GIT:

    https://github.com/umasteeringgroup/UMA/releases/tag/v2.11.rc1

    If no issues are reported, it will be released to the asset store next week. Originally this was going to be a minor release, but as time went on it became one of the biggest UMA releases. Here's a list of changes:

    Highlights
    UMA avatars are now visible at edit time, and can be modified directly in the editor.
    Significantly faster UMA builds in built applications
    More than 4 bone weights per vertex
    Better usage of texture atlas using new fit methods
    Transform (scale and rotate) overlays in recipes
    Backup/Restore of global library
    Numerous bug fixes
    Updated scenes
    Updated Documentation

    Generation
    Added support for more than 4 boneweights. Can now use as many boneweights as you like.
    Reworked the SkinnedMeshCombiner to use the new boneweights.
    New "no coroutines" method of generation results in faster build
    Skeleton removal during build is now done in build process to fix issues where skeleton is not available during some frames.
    New texture atlas fitting methods:
    Reduce (with a variable reduction amount)
    Best Fit Square (Expands the texture to the best fit square, and then reduces them to fit the atlas). This takes a bit more work, but wastes the least space.
    Broke out fit methods on generator
    Added property to sharpen reduced textures by forcing it to use a higher mip. Produces significantly more detailed output on textures that are fit.

    Scenes
    Updated many scenes to use better lighting.
    Updated Mounting Objects example scene to show how to use UMAMountedItem.
    Updated Ragdoll scene to show how to detect what part of the body is hit.

    Recipes
    Added ability to transform (scale and rotate) an overlay in a recipe (Not on first overlay - only additional overlays)
    Added ability to change color channel length on shared colors in recipe editor.
    Added Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc. on the materials.

    ExpressionPlayer
    Added Pointing, Peace Sign, Rude sign, and grasp to Expression Player. Note: the arms/hands must be procedurally driven for this to look right (VR, etc).
    Fixed some errors where the Expression Player could generate errors during startup

    DynamicCharacterAvatar
    UMA characters are now visible at edit time (can be disabled)
    Made an edit time DNA editor, combined with colors and wardrobe under "customization".
    Added filters to colors in DCA customizer section
    Added UpdateBounds() function.
    Added load/save preset in the editor.
    Default colors are now white/black for the various colors on the race.
    New events: WardrobeAdded and WardrobeRemoved.
    Added "Always Rebuild Skeleton" option in the advanced settings. This will help you keep your rig clean and tidy, for a slight performance cost.

    UMAMountedItem
    New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

    OverlayData
    Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).

    SlotData
    New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
    overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.

    Slotbuilder
    Made blender slot rotation fixup optional.
    Can now specify bones to keep when building slots. (for mount points, etc)
    Reworked UI on Slotbuilder to emphasise building slots from FBX automatically

    Global Library
    Functions (and menu items) to backup and restore the Global Library.
    Made the Build Preprocessor optional (off by default)

    Misc
    Set proportions on default female race to a bit less heroic.
    Fixed some possible warnings during overlay generation.
    Fixed race loading in editor so it does not need to instantiate the race to get slots
    Lot of minor issues where assumptions were made in code that occasionally weren't true.
    URP conversion option will convert hair to use Speedtree8 shader
    Forearm Twist slot script will now let you set the names of the bones
    Reworked the bone cleaner to make it more robust
    Added flipping, highlighting to bone pose editor
    Added "find UMA" to bone pose editor, so you don't have to select it
    Bone Pose Editor will now remember the selected UMA when possible
    Bone Pose Editor will now allow mirroring on X,Y,Z axis. Default UMA (blender export) is on Y axis.
    Provided sane colors for additive channel when an overlay did not have all channel colors defined (issue with core samples)
    Tightened up avatars, and made the new avatars the default
    Numerous bug fixes on edge cases
    Better resource cleanup

    DCARendererManager
    Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.
     
  3. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    I work with my friend. He can use Uma.
    Then I get it from git hub but I can't use it
    Do you think what is problem?
    Is it relate to ignore uma folder?
     
  4. umutozkan

    umutozkan

    Joined:
    Oct 30, 2015
    Posts:
    406
    If you are ignoring UMA folder on GH then you need to import UMA from asset store manually.
     
  5. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    Thanks for the reply. But I import UMA from asset store but the character is missing. include reimport to global library what do I need?

    If that is all I need maybe I missing something?
     
  6. umutozkan

    umutozkan

    Joined:
    Oct 30, 2015
    Posts:
    406
    It can be a anything, I was just guessing. Can you provide the error details? Like what is happening? What is the error message on the console?

    - If you have error in console and unable to run the scene, then probably you are missing, haven't imported somethings.
    - If you have no error on console but you get errors when you run the scene then you may be missing some references in global library.

    Again these are just guesses.
     
  7. dienat

    dienat

    Joined:
    May 27, 2016
    Posts:
    417
    Can you change the different model parts by code at runtime and how?
    I see different models in the asset store using UMA but can i choose one of them and then use the cloths and armor of other uma characters in the asset store?
    Can i make meshes of the different parts? for instance a model of the chest, another model for gloves, etc...
     
  8. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    Are you using 2.11? If not, then you won't see anything until your run the game.
     
  9. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    Yes, that is what UMA is for. It lets you combine different clothing. It's basically a character system for an MMO - you can change the features, the colors, put different outfits on, etc. You can mix and match.
     
  10. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    Ok, I know the problem. there are overlay and slots in global index.
    After I remove and add it error is gone.

    What should I do to make UMA global library know the correct overlay and slot?

    Jaimin Thanks for the reply. I'm not sure which version I use. But I didn't see the model until I run the game. I know the reason why it doesn't show even when running the scene.
     
    Last edited: Dec 27, 2020
  11. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    We do not know what is wrong.

    if the global library is broken, do this:

    1. Find "TempSlotData" in the project view. If you have it, Select it. In the inspector, give it a "slot name". Name it "TempSlot". If you don't have it, don't worry about it.
    2. Open the Global Library window from the UMA menu. Dock it in the same area as the Scene View. Switch to that window if it's not active. From the File Menu (on the global library window), choose "Rebuild from project".

    That will add everything to the index.

    3. Create a new scene.
    4. Drop a "UMA_GLIB" prefab in it. It's in the "Getting Started" folder.
    5. Drop a cube in the scene.
    6. Drop a "UMADynamicCharacterAvatar" prefab in the scene. Position your prefab on top of the cube.

    Press play.

    It should work.
    If not, tell us what errors you are seeing.
     
  12. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    Thank you I will try it tomorrow

    I have questions
    Question: 1
    I try to add eyebrows and eyes to the character which is changeable

    Do I need to create a wardrobe recipe?

    Or do the same as fuse male in secret anorak video 301 part 7

    Question: 2
    It seems after I try to add eyebrows
    It creates each texture for each organ
    But I have the same texture for the face(which mean both eyes and eyebrow use same texture)

    Should I use the same texture for the face or I should use one texture for eyebrows and the other for eyes?

    Question: 3
    I want to preselect color for the character's skin.

    Will it make new material for each color? I afraid it will use too much resource
     
  13. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    1. Yes, if you want to equip eyebrows, you will need to make wardrobe recipes.
    2. I'm not sure what you mean. If you want the eyebrow textures on top of the face texture, just put them on the same slot. It's best to use separate textures and have UMA do the compositing.
    3. This depends on how you set it up. If you use a single UMAMaterial, UMA will atlas the textures together and each UMA will have at least one rendertexture. It can use the colors in the recipe, or the shared colors, to colorize the texture in the compositing step. This will use up more resources, so is best when you have less UMA's or are managing the resource usage... You can also do this by having UMA not composite the textures, just set up your overlays so they point to a material that you have precreated. Then UMA won't create a render texture. On the Shared Colors, add a Material Property Block (in the inspector), and set the shader parameters up.
     
  14. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,625
    A lot of times people who are having difficulties with UMA are trying to do too many new things at once. Be sure to run the demos and become familiar with things before starting to make changes and implementing your own ideas. And when you start making your own art, be sure to start with something very small and not tricky, and run it through the slot and overlay creation processes to make sure it works before proceeding further.

    A lot of UMA is very simple, but you know how it is with computers ... you get one tiny step wrong and the whole thing blows up. ;)
     
    umutozkan likes this.
  15. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    From your first answer
    Then if I want to choose eyebrows or eyes I have to do like it is wardrobe?

    From your second answer
    if I want to let UMA do composition. Do I need anything?

    From your last answer
    Is this mean I need multiple overlays right?

    Thank you re very helpful

    Thank you. I don't know there are demos for UMA. I will look into it.
     
    Last edited: Dec 28, 2020
  16. parapoohda

    parapoohda

    Joined:
    Apr 27, 2020
    Posts:
    13
    I try it. I think it works. Do I have to do this every time I change something about UMA on another computer?
     
  17. Vincent_Stagg

    Vincent_Stagg

    Joined:
    Jul 3, 2019
    Posts:
    13
    Is there any news on when UMA will be upgraded to UMA 2.11, which has the non - runtime edit and mount points?
     
    Last edited: Dec 29, 2020
  18. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I should upload it tomorrow. Usually it gets approved right away, but sometimes it takes longer.
     
  19. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    No, you shouldn't have to. The index can get confused if you change versions, or move things around in the project.
     
  20. Vincent_Stagg

    Vincent_Stagg

    Joined:
    Jul 3, 2019
    Posts:
    13
    That's awesome news i cant wait, Thank you
     
    Jaimi likes this.
  21. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    UMA 2.11 is on the asset store!

    https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611

    This is a huge release, and adds new user-friendly ways to use UMA - direct in the editor!

    UMA 2.11
    Minimum Unity Version is now 2019.4

    Highlights
    UMA avatars are now visible at edit time
    , and can be modified directly in the editor.
    Significantly faster UMA builds in built applications
    More than 4 bone weights per vertex
    Better usage of texture atlas using new fit methods
    Transform (scale and rotate) overlays in recipes
    Backup/Restore of global library
    Many, many bug fixes!

    Generation
    Added support for more than 4 boneweights. Can now use as many boneweights as you like.
    Reworked the SkinnedMeshCombiner to use the new boneweights.
    New "no coroutines" method of generation results in faster build
    Skeleton removal during build is now done in build process to fix issues where skeleton is not available during some frames.
    New texture atlas fitting methods:
    Reduce (with a variable reduction amount)
    Best Fit Square (Expands the texture to the best fit square, and then reduces them to fit the atlas). This takes a bit more work, but wastes the least space.
    Broke out fit methods on generator
    Added property to sharpen reduced textures by forcing it to use a higher mip. Produces significantly more detailed output on textures that are fit.

    Scenes
    Updated many scenes to use better lighting.
    Updated Mounting Objects example scene to show how to use UMAMountedItem.
    Updated Ragdoll scene to show how to detect what part of the body is hit.

    Recipes
    Added ability to transform (scale and rotate) an overlay in a recipe (Not on first overlay - only additional overlays)
    Added ability to change color channel length on shared colors in recipe editor.
    Added Property Blocks to Overlay Colors (shared colors). Now you can set floats, vectors, ints, colors, matrixes, etc. on the materials.

    ExpressionPlayer
    Added Pointing, Peace Sign, Rude sign, and grasp to Expression Player. Note: the arms/hands must be procedurally driven for this to look right (VR, etc).
    Fixed some errors where the Expression Player could generate errors during startup

    DynamicCharacterAvatar
    UMA characters are now visible at edit time (can be disabled)
    Made an edit time DNA editor, combined with colors and wardrobe under "customization".
    Added filters to colors in DCA customizer section
    Added UpdateBounds() function.
    Added load/save preset in the editor.
    Default colors are now white/black for the various colors on the race.
    New events: WardrobeAdded and WardrobeRemoved.
    Added "Always Rebuild Skeleton" option in the advanced settings. This will help you keep your rig clean and tidy, for a slight performance cost.

    UMAMountedItem
    New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

    OverlayData
    Made it possible to have Overlays with no texture channels (these overlays can be modified with material property blocks).

    SlotData
    New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
    overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.

    Slotbuilder
    Made blender slot rotation fixup optional.
    Can now specify bones to keep when building slots. (for mount points, etc)

    Global Library
    Functions (and menu items) to backup and restore the Global Library.
    Made the Build Preprocessor optional (off by default)

    Misc
    Set proportions on default female race to a bit less heroic.
    Fixed some possible warnings during overlay generation.
    Fixed race loading in editor so it does not need to instantiate the race to get slots
    Lot of minor issues where assumptions were made in code that occasionally weren't true.
    URP conversion option will convert hair to use Speedtree8 shader
    Forearm Twist slot script will now let you set the names of the bones
    Reworked the bone cleaner to make it more robust
    Added flipping, highlighting to bone pose editor
    Added "find UMA" to bone pose editor, so you don't have to select it
    Bone Pose Editor will now remember the selected UMA when possible
    Bone Pose Editor will now allow mirroring on X,Y,Z axis. Default UMA (blender export) is on Y axis.
    Provided sane colors for additive channel when an overlay did not have all channel colors defined (issue with core samples)
    Tightened up avatars, and made the new avatars the default
    Numerous bug fixes on edge cases
    Better resource cleanup

    DCARendererManager
    Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.
     
    Last edited: Dec 30, 2020
    LSPredator, boysenberry and hopeful like this.
  22. lobotomista

    lobotomista

    Joined:
    Jul 21, 2018
    Posts:
    39
    How up to date are secret anorak's tutorials? I wanna integrate UMA into an adventure creator project but I'm not sure If there are any changes I should be aware of.
     
  23. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    434
    Hello,

    I have two large projects that use an older version of UMA 2.09 and would like to update my projects to the latest version of 2.11

    I am Using Unity V 2020.1.0b and my current version of UMA works OK with that.

    From the Assets Store "Note: The older asset bundle workflow will need to be modified to use this version."

    Where can I find instructions for modifying as stated............

    I berlieve I had seen this instruction details previously somewhere for UMA V 2.10 but cant find the info anywhere any longer? Is their a link to any documentation regarding the "Modification" process required we can refer to please?

    Thank you kindly for your help.

    Peter
     
  24. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    To use asset bundles without addressables, you will need to add them to the index:

    public void AddFromAssetBundle(AssetBundle ab);

    You'll need to do this for each asset bundle. The data is not saved, so you'll need to do this at startup for each bundle.

    UMAAssetIndexer.Instance.AddFromAssetBundle(mybundle);
     
  25. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    They are mostly current. There are updates for Blender 2.8 later in the series, and updates for the new DNA types in the later DAZ tutorials.

    But if you are just using UMA, you can checkout the "Getting Started" folder, and it will cover most things.
     
    hopeful likes this.
  26. HP

    HP

    Joined:
    Nov 20, 2012
    Posts:
    80
    I don't see any changes of the avatar if I change a UMAData DNA slider in Unity3D edit mode.
    And if I run play mode in the "UMA DCS Demo - Simple Setup" Scene I get 2 errors on startup:

    Code (CSharp):
    1. Exception encountered in operation CompletedOperation, status=Failed, result= : Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=System.Collections.Generic.List`1[System.String], Type=UnityEngine.Object
    Code (CSharp):
    1. Exception encountered in operation ChainOperation<IList`1> - UnityEditor.AddressableAssets.Settings.FastModeInitializationOperation, result='', status='Succeeded', status=Failed, result= : ChainOperation of Type: System.Collections.Generic.IList`1[UnityEngine.Object] failed because dependent operation failed
    2. Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=System.Collections.Generic.List`1[System.String], Type=UnityEngine.Object
     
  27. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    That is saying that it can't find any items for a recipe. Have you regenerated the groups and built your addressable bundles?
     
  28. ChristmasEve

    ChristmasEve

    Joined:
    Apr 21, 2015
    Posts:
    44
    I'm running into an issue with swappable items via the UMA system. It's been working well for me but, now for the first time I want to know where the end of a weapon or fishing rod is that a UMA character is holding. I know I could always search for a rigid FBX to replace those items and place them in the UMA's hand (via the hand bones) but what if I want to use weapons or a fishing rod asset that I already own but they are part of the dynamic skinned mesh renderer UMA generates on the fly? The character's held weapon is NOT attached to the hand or finger bones. Instead, it's just an extension of the dynamically generated avatar.
    I want to be able to do things like add particles to the end of a sword or a fishing line to the end of a fishing pole.

    Any help would be so appreciated! :)

    Thanks in advance.
     
  29. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I'm not sure I completely understand. You can parent anything to a bone, but UMA will delete if when you rebuild if you are not careful.
    As well, there is "UMAMountedItem" which allows you to simulate mounting an item (by synching transforms).
    If the item is "built-in" to the UMA, you can find it's bones if you know their name, using a function on the umadata:

    GameObject bone = MyAvatar.umaData.GetBoneGameObject(boneName);

    As to the end of the fishing pole, hopefully there is a bone there! if not, you would need to add one.
     
  30. HP

    HP

    Joined:
    Nov 20, 2012
    Posts:
    80
    Yes, that helped and the errors are gone.
    However, the DNA sliders do not change the avatar in edit mode.
    Should this be possible or have I just misunderstood it regarding "UMA avatars are now visible at edit time, and can be modified directly in the editor."?
     
  31. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    the UMAData does not update in edit mode. But you can modify the DNA in the "Customization" section here:

    runtimecustomization.png
     
  32. ChristmasEve

    ChristmasEve

    Joined:
    Apr 21, 2015
    Posts:
    44
    Thanks so much for your response! Sorry that I wasn't clear. I purchased some of WillB's UMA RPG Starter kits from the Asset Store and none of his assets are parented to any bones. You'll see the complete skeletal structure of bones with no children that are pieces of armor or weapons. The weapons/fishing rod in question are not separate objects but, rather, UMA slots and overlays that I'm adding to my character. I guess it adds their textures to the same dynamically generated texture map image. I did find a prefab for the fishing rod, for example, but it has no texture.

    So, aside from me trying to take all of my weapons and other held items and trying to make a prefab that I can place in my characters' hands, is there a way to find the end of something that's just part of the UMA character itself?

    EDIT: Here's a good way to explain it. I run my game in the editor. I hit pause, I zoom in on the fishing pole, click it. Instead of taking me to some fishing pole object parented to a bone, it takes me to the UMARenderer.

    I didn't know how to add a screenshot so all I can do is link to the image in google drive: https://drive.google.com/file/d/1v4mSJToX5p61OHDjvGWjv8P7DGQ3ulEm/view
    This is where it takes me when I pause and click on any weapon or other held object.

    Thank you!!
     
    Last edited: Dec 30, 2020
  33. HP

    HP

    Joined:
    Nov 20, 2012
    Posts:
    80
    Ah, thanks. I must have overlooked that.
    There is something in the documentation ("Preloading DNA") but it's a bit unclear and I thought I could only use it with a custom script.

     
  34. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
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    Typically, things like this are done with helper objects. You'd generate the character, then place an empty game object (maybe call it "Pole End" or something), and then you can find that location at runtime. With UMA, you need to turn off skeleton rebuild in the race change settings, or UMA will delete it.
     
  35. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    Yeah, the runtime generation stuff all uses the preload data to generate the character. That way, when it gets built at runtime it looks the same.
     
  36. ChristmasEve

    ChristmasEve

    Joined:
    Apr 21, 2015
    Posts:
    44
    Thanks. That does make sense. But I noticed that if you have a small person carrying a sword, the sword generated is smaller than a large person carrying the same sword. So I'm not sure how I would calculate the end of the item (where I'm placing that GameObject) As for the direction to go from the hand to get there, I guess that would be straight out from the opening of the hand, which is curled like he/she is holding something. Maybe it's just positive Y on the local axis of the hand but I still wouldn't know how far to go out. Is there an easier way to do this than what I'm talking about?
     
  37. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    The "correct" way to do this would be to add the helper object on the fishing pole in the modelling application, and make it a child of the hand bone (or whatever it's tied to). That way it inherits the transform. Placing it manually should make it work also, and inherit the transform (shrink when the sword shrinks, etc). But it's an extra step.
     
  38. ChristmasEve

    ChristmasEve

    Joined:
    Apr 21, 2015
    Posts:
    44
    Thank you so much! That makes sense. I'm going to the developer on this and see what he says. Hopefully he could do an update for me. If not, I'll have to figure out a hack to calculate exactly where the end is, or try to make a rigid object from the assets I have to work with and don't use UMA for these types of things and just place the prefab in the person's hand with the right transform.
     
  39. dienat

    dienat

    Joined:
    May 27, 2016
    Posts:
    417
    how can i create independent models from the different armor or cloth parts?
    how can i change by script the different armor or cloth parts?
    uma models are mecanim humanoid?
     
  40. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171

    1. Open the "customization" section on the DynamicCharacterAvatar object. Change the colors, add recipes, and add and change DNA.
    2. See the "Dynamic Character Avatar" section in the UMA Documentation - pages 7 & 8
    3. Yes, mecanim humanoid by default.
     
  41. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    434
    Hi Jami,

    public void AddFromAssetBundle(AssetBundle ab);

    UMAAssetIndexer.Instance.AddFromAssetBundle(mybundle);


    Where do either of these go?

    I have never had to work with these specific things in script before so it means little to me......

    Is there anywhere I can get this from up to date UMA Documentation "before instalation so I can read about it? before risking killing my projects and many years of work?

    The UMA wiki site does not seem to be working :)

    Thank

    Peter
     
  42. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I will make a component that loads asset bundles into the library for you, and include it in the next update. I'm preparing a bug fix update that should be done by this weekend.
     
    boysenberry and hopeful like this.
  43. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,190
    Thank you for the great new update!

    To celebrate this, and offer a special end of year sale to UMA users, Arteria3d are offering 80% off all UMA costume packs today only

    Visit Arteria3d UMA section below

    https://arteria3d.myshopify.com/collections/uma
     
    Michael_Berna, hopeful and Jaimi like this.
  44. Michael_Berna

    Michael_Berna

    Joined:
    Jul 5, 2019
    Posts:
    38
    I recently updated UMA and installed addressables.
    I am now getting the following error:

    No overload for method 'LoadAssetsAsync' takes 4 arguments
    Assets\UMA\Core\Scripts\UMAAssetIndexer.cs line 1094
    Any ideas/patches for this?

    Here's the offending code:
    Code (CSharp):
    1.             var op = Addressables.LoadAssetsAsync<UnityEngine.Object>(Keys, result =>
    2.             {
    3.                 ProcessedItems.Add(result);
    4.                 ProcessNewItem(result, true, keepLoaded);
    5.             }, Addressables.MergeMode.Union, true);
    6.             if (!keepLoaded)
    7.             {
    8.                 string info = "";
    9.                 foreach (string s in Keys)
    10.                     info += Keys + "; ";
    11.                 LoadedItems.Add(new CachedOp(op, info));
    12.             }
    13.             return op;
     
  45. petercoleman

    petercoleman

    Joined:
    Feb 21, 2016
    Posts:
    434
    Hi Jami,

    "I will make a component that loads asset bundles into the library for you, and include it in the next update. "

    Thank you kindly for that and your response and help....

    I am sure that addition will be helpful to me and to many others benefitting the UMA Asset overall.

    Kindest regards and best wishes to all for 2021.

    Stay safe :)

    Peter
     
    Jaimi likes this.
  46. Michael_Berna

    Michael_Berna

    Joined:
    Jul 5, 2019
    Posts:
    38
    Sweet, thanks. I will be taking advantage of this.
     
  47. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    You need to upgrade your Addressables package to the latest version.

     
  48. brendenguy

    brendenguy

    Joined:
    Nov 25, 2013
    Posts:
    7
    Hello! I am using version 2.11.1 in my game and I've recently noticed a strange and frustrating issue that I hope someone may know how to resolve. When my character moves around the game world, there are certain places on the map where the UMA character suddenly vanishes. I get no error message and I have not found a way to make the character return. Do you happen to know what causes this or how I can fix it?
     
  49. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I would suspect that the bounding box is not correct, and getting culled. First thing to do is to create a "UMA Renderer Asset", and on that asset turn on "update when offscreen". In the Renderer Name field, call it "UMARenderer".

    Then, in advanced settings, put the renderer asset in the default renderer asset field. That should force it to update the bounding box right off.
     
    brendenguy likes this.
  50. brendenguy

    brendenguy

    Joined:
    Nov 25, 2013
    Posts:
    7
    That seems to have fixed it. Thank you!
     
    Last edited: Jan 2, 2021