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[UPDATED VER 1.2.0] Hitbox Studio Pro

Discussion in 'Assets and Asset Store' started by cschoenig, Feb 18, 2019.

  1. cschoenig

    cschoenig

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    HITBOX STUDIO PRO

    TRAILER


    WHAT IS IT?
    Hitbox Studio Pro provides an intuitive editor UI for adding hitboxes, events, and palettes to your games' action characters! Using a simple drag and drop UI you can create all of your character's hitboxes.

    WHATS INCLUDED?
    This asset comes with a complete 2D local 2-Player fighting demo for experimenting and learning how to use Hitbox Studio Pro. NO DLL's! All source code, art, and audio is included!

    DOCUMENTATION
    Offline documentation is included in the package. You can find the online documentation here

    DISCLAIMER
    You will need at least basic coding skills to make use of this tool. This tool will easily help you define events and hitboxes that will be baked into your characters' animation. However you are in charge of receiving these events, and for example, deducting a character's health when they receive a HURT event. This was made with the intention of being easily integrated with an existing game project. Follow the complete user guide to learn how to handle events.

    You can find Hitbox Studio Pro on the Unity Asset Store now!
    UPDATES
    1.2.0
    - New Animation Editor. Use this to quickly create and edit simple sprite animations.
    - Removed HitboxFrameEventData class entirely.
    - Character editor timeline now adds/reads/writes events directly to the animation instead of serializing it to the HitboxManager component.
    - Left clicking on an event in the timeline now selects the event in the inspector window for editing.
    - No longer erases/overwrites events entered in manually using Unity's OOB animation editor.
    - You can now middle click a frame in the timeline in the character editor window to skip a hitbox update.
    - Fixed an issue where right click menus would clip out of the window if opened at the end of the timeline.
    - Fixed an issue where event labels would clip out of the window if the event was near the end of the timeline.

    1.1.3
    - New "Repair Unordered Frames" button. In some cases the sprite curve on an animation will have it's keyframes stored in a manner that is not sorted by time. This button will sort the keyframes properly so HSP can use the animation.
    - Fixed an issue where the previewer would not render the correct sprite in the timeline if frames in the animation were of different length.

    1.1.2
    - Sprite indexer now uses the AssetDatabase class to load the palette mapping texture. This fixes an issue where some color precision might be lost when using palettes.
    - Updated character prefab loading and saving for compatibility with 2018.3

    1.1.1
    - Fixed an issue where null or invalid palettes were attempting to be serialized
    - Hitboxes should now scale up or down with the character they are attached to.
    - Scene view previews of hitboxes should also now match their character's scale.

    1.1.0
    - Collision Matrix window is now the Settings Window
    - Settings window allows you to add, rename, remove, and change the color of hitbox types through a simple GUI. It also can add, rename, and remove available Events. The collision matrix settings are still present in this new window.
    - The palette editor will now let you import your character's sprite sheet to create their base palette.
    - The palette editor will now let you export palettes to a .png file.
    - Character Editor now longer requires an ICharacter interface to render the character's sprite.
    - More compact color picker section for the palette editor. - Editor window is now scrollable.
    - Updated palette shader instancing for better compatibility with 2017.4+
    - Hitbox manager inspector will no longer render while the game is running. This fixes an issue where the manager can grab and reset the animator while the game is running.
    - Fixed an issue where the Character Editor would not render if the selected character's sprite renderer did not have a sprite attached.
    - Fixed an issue where sometimes the sprite indexer is unable to find matching colors on the character's base palette.
    - Fixed an issue where hitboxes might not display as their correct size in the scene view during edit mode.
    - Fixed labels sometimes being blurry in the hitbox collision matrix editor.

    1.0.1
    - Changed the way keyframes are read and written to. This gives Hitbox Studio Pro out of box compatibility with other popular 2d animation tools.
     
    Last edited: Dec 17, 2019
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  2. BTStone

    BTStone

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  3. cschoenig

    cschoenig

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    Thank you for your interest and pointing this out to me! I just tested it. Hitbox Studio Pro will work with PowerSprite Animator with one caveat: HSP assumes that all of the keyframes are uniformly spaced, identical to your sample rate. So if you take a high framerate animation from PowerSprite with varying lengths and put it into Hitbox Studio, Hitbox Studio will jam pack it's events between your keyframes so it can uniformly traverse the animation. I will address this issue as my first update to the package as both are stellar tools that really ought to be fully compatible.

    EDIT: This has been updated and fixed, Hitbox Studio Pro is now fully compatible with PowerSprite Animator
     
    Last edited: Feb 20, 2019
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  4. BTStone

    BTStone

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    Awesome, consider it bought once that update hits the store :D
     
  5. cschoenig

    cschoenig

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    Felixander and BTStone like this.
  6. BTStone

    BTStone

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    Damn, already? That was quick!

    (You also should totally write in the asset store description that your plugin is compatible with PowerSprite Animator!)
     
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  7. cschoenig

    cschoenig

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    That's probably a good idea I'll go update the store info soon. The issue was fairly simple. PowerSprite is largely curve/keyframe driven and Hitbox Studio is largely event driven; so there's little overlap meaning they won't step on each others toes and overwrite each others data. Once I made Hitbox Studio interpret an animation's keyframe timing correctly everything fell into place.
     
  8. cschoenig

    cschoenig

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    Previously this package only worked for 2018.2+. New update today gives compatibility from 5.6.6 all the way to 2018.3.
     
  9. Sinecos

    Sinecos

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    Is it possible to fix the timeline in Character Editor to show every frame correctly. Using PowerSprite to make some frame length small and some large can effect the hitbox studio timeline.
     
  10. cschoenig

    cschoenig

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    This has been fixed in 1.1.3, thank you for bringing this to my attention.
     
  11. Flag74

    Flag74

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    Is it possible to customize/extend attack data ? (adding more vars for example)
     
  12. Silly_Rollo

    Silly_Rollo

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    This uses 2D physics for collision checking right? I've been trying to do it in 3D space (with configurable z size) and it's been quite a pain
     
  13. cschoenig

    cschoenig

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    Yes, but I don't have any way to do that easily in the UI currently. You would have to modify the code relating to attack data and add the vars yourself.

    Yes, this uses 2d box colliders. It wouldn't be that hard for you to modify it to use 3d box colliders and set your own z values if you wanted to do that.
     
  14. Silly_Rollo

    Silly_Rollo

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    Are you transforming your hitboxes into world space off the sprite renderer or something? I can use that since it'd be accurate to any billboarding as well.
     
  15. cschoenig

    cschoenig

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    The hitbox transforms are created as children to your character's sprite renderer. So they should appear accurately in world space.
     
  16. ch1ky3n

    ch1ky3n

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    Is there any plan to add Playmaker Integration to this asset?
     
  17. cschoenig

    cschoenig

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    Hi ch1ky3n, sorry there are no plans for integrating with Playmaker at this time.