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Feedback [UPDATED] Zombie Shooter Prototype v1.5 for Playmaker

Discussion in 'Assets and Asset Store' started by Meka_Games, Feb 5, 2021.

  1. Meka_Games

    Meka_Games

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    Asset Store Link | Download Demo
    (Standalone and Android APK)

    (Must Own Playmaker!)

    Learn the basics of FPS with this template.

    All the 3d models, sound effects, animations are included. No scripts. Only Playmaker FSMs!
    It is fully customizable. Each Playmaker FSM is named and commented. It is very easy to replace it with your own 3d models.

    VERSION 1.5 IS NOW AVAILABLE

    Features
    ✔️Multiple Weapon Slots & Ammos system
    ✔️Walking, Running, Crouching(New) and Jumping
    ✔️Slope Limit and Sliding
    ✔️Customizable Footstep System
    ✔️Pool System
    ✔️Advanced Recoil System
    ✔️Interact system
    ✔️NEW ▶ Mobile Controller
    ✔️NEW ▶ In-Game Input Manager
    ✔️NEW ▶ Advanced Hit System
    ✔️NEW ▶ Crouch and Crouch Jump
    ✔️NEW ▶ Ladder System
    ✔️NEW ▶ Peek System
    ✔️NEW ▶ Pushing System for Rigidbodies or Objects
    ✔️NEW ▶ Moving Platforms
    ✔️NEW ▶ Melee Attack for Guns
    ✔️NEW ▶ Throwing System for Melee Weapons
    ✔️NEW ▶ Flashlight System
    ✔️NEW ▶ Auto Pick-Up Ammo System
    ✔️NEW ▶ New Equipables

    -Hand Grenade
    -Sticky Grenade
    -Sniper Rifle
    ✔️NEW ▶ Interactable Objects
    -Door
    -Button
    ✔️NEW ▶ Physical Objects
    -Explosive Barrel
    -Destructible Chair
    -Destructible Table
    ✔️NEW ▶ Checkpoint System
    ✔️NEW ▶ Hit Markers
    ✔️NEW ▶ Prepared FSMs


    Advanced Weapon Settings for Each Gun
    ✔️Fire Speed
    ✔️Firing Sound Radius for Hearing Detection
    ✔️Ammo Capasity
    ✔️Damage for Head-Body-Arm-Leg-PhysicalObject-MeleeAttack
    ✔️Decrease Range Damage Factor
    ✔️Hit Velocity(for physic objects)
    ✔️Aiming Fov
    ✔️Recoil Settings
    ✔️Ejected Bullet Shell
    ✔️Muzzle Flash
    ✔️Crosshair
    ✔️Hit Marker
    ✔️Sound Effects
    ✔️Animations


    ➤ TUTORIAL VIDEO


    --

    ➤ ADDITIONAL REQUESTS
    https://www.fiverr.com/share/75Y1wx

    ➤ ROADMAP
    -NPC Allies
    -Fully Animated Body
    -Bullet Penetration
    -Objects That Zombies Can Attack
    -Scenario Demo Level

    WARNING!
    -If you have a ongoing project older than v1.5 DO NOT IMPORT the new version. The asset is totally changed and can not be upgraded! You must delete all the previous files before importing the new version.
    -Updated instruction videos. Adding new things is much easier now and easy to configrate!
    -The new version is more flexible. You can easily copy/paste the Prepared FSMs to your own.
     
    Last edited: Mar 31, 2023
    Hai-Long likes this.
  2. Lars-Steenhoff

    Lars-Steenhoff

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    Thats really nice!
    Is it possible to combine this with the First-Person Parkour System v2.0 ?
     
  3. Meka_Games

    Meka_Games

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    They are all different assets and can not be mixed together. Only if you have a professional experience with the Playmaker.
     
  4. shanenine

    shanenine

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    Hello, I purchased this asset yesterday afternoon and have been trying to learn how to use its features but I'm running into some issues. Is there a link to tutorials on the basics of using the assets? Thank you
     
  5. Meka_Games

    Meka_Games

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    I'll upload the new Tutorial Series very soon. It's almost done. Stay tuned.
     
  6. shanenine

    shanenine

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    Thank you for the quick reply
     
  7. Meka_Games

    Meka_Games

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    All tutorial videos in one video!
    -Changing Particles
    -Changing Zombie Model
    -Changing Hand & Weapon Models
    -Adding New Weapons
     
    Last edited: Feb 13, 2021
  8. christerf

    christerf

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    Can this be used in AR Kit/AR Foundation? I'd like to spawn the zombies and then tap the weapon on screen to shoot.
     
  9. Meka_Games

    Meka_Games

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    AR or VR is not supported. But i think you can do this if you have some experience.
     
  10. beowulfkaine

    beowulfkaine

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    Are the bullets that are fire ray cast or projectile?
     
  11. Meka_Games

    Meka_Games

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    I used raycast.
     
  12. Rod_Monfort

    Rod_Monfort

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    Hi, congrats for this amazing asset !

    Does the "Advanced Survival Kit" has the same itens of this asset + survival and crafting stuffs?

    I´ve played both demos and they are awesome!
     
  13. Meka_Games

    Meka_Games

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    No, they are all different assets. Thanks!
     
  14. BioBurden

    BioBurden

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    Any plans to add projectile bullets?
     
  15. Meka_Games

    Meka_Games

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    No, i prefer raycast.
     
  16. BioBurden

    BioBurden

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    Fair enough. What about attachments, such as scopes (stencil scopes or render textured scopes)?
     
  17. Alphawolfme

    Alphawolfme

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    hey, I'm curious, is it possible to add a UI for the weapons inventory, so players can see what items they have and whats equipped, I'll give it a try myself tomorrow, but i think it might be a bit hard to implement (so it would have 3 slots, one for the main weapon, and 2 more for pistol and melee)
     
  18. BioBurden

    BioBurden

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    I personally think that it's better without, so that people can implement or integrate whatever inventory system they prefer.
     
  19. Alphawolfme

    Alphawolfme

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    yeah but I'm just asking if it's possible, i want to implement it to make it easier for the person to know what they have in inventory
     
  20. BioBurden

    BioBurden

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    Oh for sure, everything is possible as it's already there in the FSMs and actions. You can extend these to add your own custom stuff - that's the whole point.
     
  21. BioBurden

    BioBurden

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    Hey, I have both assets, and from what I can tell, this one has more focus on combat mechanics compared to the survival asset and is smoother in that regard. Personally, I think they're both great learning opportunities; you could always add your own features to either one, using the other as a source of inspiration for implementation details. But they're not immediately compatible either, they are very different templates, though certain elements are similar. Hope that helps.
     
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  22. Alphawolfme

    Alphawolfme

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    Hey, i'm getting this error when trying to pick up the shotgun, if i try any other weapon no error,
    can you please help me solve this, i'd really appreciate it

    it doesnt happen everytime but it has happened 20-30% of the times i've tried to pick up the shotgun

    (edit: i was testing and it happened with sniper aswell, seems like it happens when youre moving fast or switching weapons fast)

    everytime the stack error is at the send interact event in interact manager

    Stack error: 1
    UnityEngine.Debug:LogError (object)
    HutongGames.PlayMaker.Fsm:Update () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2242)
    PlayMakerFSM:Update () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:624)

    upload_2021-4-20_19-1-38.png
     
    Last edited: Apr 20, 2021
  23. Alphawolfme

    Alphawolfme

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    i think i figured out when exactly it's breaking, try to pickup weapons when running, and it breaks everytime with the same 2 errors

    so, after further testing, so far it seems like it wasnt even a problem in the fps controller, it was a problem in the "Check Running" fsm in the equipable shotgun (thats the one i tested on)

    when i disabled that fsm, everything seems to be working, even when running, still not a solution tho
     
    Last edited: Apr 20, 2021
  24. Alphawolfme

    Alphawolfme

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  25. Meka_Games

    Meka_Games

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    Thanks for bug report. I'll investigate it. Stay tuned.

    You can do this and it is very easy. Just drag and drop the scope model and edit the "Aim" animation of the weapon.

    Thanks for the idea. I'll think about it.
     
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  26. Alphawolfme

    Alphawolfme

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    thanks, I'll be waiting for a solution, if you need a video showing the bug, let me know, I'm able to reproduce it most of the time
     
  27. BioBurden

    BioBurden

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    Also noticed that if you move the mouse horizontally quickly (to spin around), the weapon moves in quite a strange way that seems visually unpleasant. I'm guessing it's the spring system on the weapon in action here.
     
  28. Meka_Games

    Meka_Games

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    Hello,
    I can confirm this bug. Playmaker 1.9.0 version did not have any of these problems. There are constant updates to 1.9.1 version and new bugs appear. I'm so bored with this thing.

    I'll publish the new update immediately. Also, there are a few other bugs I noticed. Stay tuned.

    Tested Unity version: 2019.4.0f1
    Tested Playmaker version: 1.9.1p4

    I do not have this problem. But you can lower the sway settings. Go to any weapon prefab and check Weapon Sway FSM. Lower the amount X and Y Sway Amount.
     
    Last edited: Apr 22, 2021
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  29. Alphawolfme

    Alphawolfme

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    i can understand having to update something again and again can get hard, but i really appreciate it, thank you
     
  30. Meka_Games

    Meka_Games

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    Hello again!
    I found the solution. I updated the package. But I'll share the solution if you don't want to wait;

    > Edit an Equipable Object Prefab
    > Open the "Check Running" FSM
    > Add State
    > Add Wait Action and set it to 0.01 and FINISHED event
    > Set this state as Start State
    > Move the transition to "Check First" State

    Do this to all Equipable Objects.

    It should look like this:
    solution.png


    Also fixed some minor bugs. The update will be available soon.
     
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  31. Alphawolfme

    Alphawolfme

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    i opened it as soon as i saw the email, thank you for fixing it, i really appreciate it, and thank you again for sharing it here so I don't have to reimport the package, because I've changed a lot of stuff now in the assets, and this will save me a lot of time. :)
     
  32. Alphawolfme

    Alphawolfme

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    just curious, did you change anything else or is this the only update to the package? (I'm only asking so i know if i have to change anything else in the player)
     
  33. Meka_Games

    Meka_Games

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    There is one more bug.
    While using the Q and E key, zombies cannot see you. I fixed this too. This issue did not exist in Playmaker v1.9.0.
     
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  34. Alphawolfme

    Alphawolfme

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    oh okay, thank you :)
     
  35. Meka_Games

    Meka_Games

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    You should always backup your project before even downloading a new version. If you have a ongoing project, it is better to import the new update into a new project and transfer it to your own project piece by piece.
     
  36. Alphawolfme

    Alphawolfme

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    Yeah, thanks for the advice, I only need to import the fpscontroller and equipable guns, so I'll do it through a new project
     
  37. Alphawolfme

    Alphawolfme

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    hey, was the package updated on the asset store, on the asset page it still shows Feb 5 as latest release date
     
  38. Meka_Games

    Meka_Games

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    Still pending...
    1.png
     
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  39. Meka_Games

    Meka_Games

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    NEW UPDATE! Version 1.5.2:
    -Upgraded to Playmaker 1.9.1p4
    -Fixed zombie detection bug when peeking left and right.
    -Fixed "0,0" format in the HUD.
    -Fixed an error message when interacting with weapons while running.
     
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  40. BioBurden

    BioBurden

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    I understand that you prefer raycasts/hitscans, however, the addition of optional projectile based weapons would be awesome, especially for snipers etc.
     
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  41. BioBurden

    BioBurden

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    If you're not willing to implement projectiles, would you at least consider adding bullet drop and bullet penetration to the current system?
     
  42. BioBurden

    BioBurden

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    If you repeatedly move your mouse to the right to turn around very fast, you'll see the weapon sway into the centre and to the right again and back into the centre etc.
     
  43. Meka_Games

    Meka_Games

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    Yes, bullet penetration is already on my to-do list!

    Like I said, I don't have this problem. Check out the Weapon Sway FSM.
     
  44. BioBurden

    BioBurden

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    Many thanks - bullet penetration would be awesome. I was actually considering integrating this asset to get bullet drop, drag and penetration with hitscans: https://assetstore.unity.com/packages/tools/physics/bullet-ballistics-72755
    Also, I was wondering, how difficult would it be to add an attachment system for the weapons? While I can add a single scope, it's very much tied into the animations - it'd be much cooler to utilise an aim offset per attachment for the camera to target when aiming through that scope. A good example would be the aim difference between aiming down sights vs aiming through a scope (on the same weapon). Love the asset btw. :)
     
    Last edited: May 12, 2021
  45. Meka_Games

    Meka_Games

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    A different aiming animation can be played with a bool value before entering the Aiming state.
     
  46. o3428320d

    o3428320d

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    Hi, I have bought the asset, it is great. I have a question, I put the pickable weapon in the scene, and there is always a tag "Waitiing for Collision" on the weapon in the play mode. So, how can I remove the tag? Thanks.
     
  47. BioBurden

    BioBurden

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    For sure, I just think that adding this kinda stuff without depending on adding more animations would be awesome is all. So for example, an aim offset transform would adjust the weapon and camera position to align to the target aim position, and what's neat is that it could also take into account the rotation, so you could have side mounted attachments.
     
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  48. Meka_Games

    Meka_Games

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    Hi,

    I don't understand the problem.

    Are you sure you followed the setup successfully? Be sure to set the tags specified in the installation file.
     
  49. BioBurden

    BioBurden

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    Curious to know what the future plans are for this awesome asset?
     
  50. Meka_Games

    Meka_Games

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    Here's my Roadmap:
    -NPC Allies
    -Fully Animated Body
    -Bullet Penetration
    -Objects That Zombies Can Attack
    -Scenario Demo Level
     
    BioBurden likes this.