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uRPG Official Thread - Unity RPG Asset

Discussion in 'Assets and Asset Store' started by vis2k, Nov 24, 2018.

  1. lolaswift

    lolaswift

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    I'm in! Just played with it. Awesome!! Really regret that I've wasted so much money on other controllers and kits. Thank you for putting up such a complete system with such a low price.

    Feature requests:
    1.Pet companion AI. And pet should be able to follow the player and attack enemies.
    2. Guns, lots of guns :)
    3. Character selection.

    I noticed that I could have only one saved game and it always load the last saved game. And in order to load a saved game, I needed to leave the current game first. Is this by design?
     
    Last edited: Sep 17, 2019
    vis2k likes this.
  2. vis2k

    vis2k

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    Yes, that's by design.

    About your suggestions: character selection will definitely come at some point.
    The others I can't promise yet. Although pets do sound interesting.
    But I am deep into low level networking for my other assets for a couple more weeks. will see afterwards :)
     
  3. lolaswift

    lolaswift

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    I wish you good luck getting that done and can't wait to see what you're going to bring to this asset.
    Thank you again.
     
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  4. mukki014

    mukki014

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    Will it work on unity 2018.3 ? I don't want to update my unity to 2018.4. Thank you
     
  5. vis2k

    vis2k

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    Sure. Try 2018.3.6 - I use that for my other assets too.
     
  6. SickaGamer

    SickaGamer

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    Is uRPG getting a V2 or are you only doing MMOs?
     
  7. mukki014

    mukki014

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    Thank you.
     
  8. vis2k

    vis2k

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    uRPG already is on the 'V2' architecture - which is component based.
    It will however get around 10-20 improvements that I found when converting uMMORPG to that architecture. Probably in 3-6 weeks.
     
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  9. SickaGamer

    SickaGamer

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    What are the improvement? Character controller or is it more game features like pets, mounts ect..
     
  10. vis2k

    vis2k

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    You'll see very soon :)
     
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  11. TobaccoLand

    TobaccoLand

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    Unity crashes every time I try to import this. I've tried it in several different versions including 2018.4 LTS. Any suggestions?
     
  12. vis2k

    vis2k

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    Sounds like you found a Unity bug. Unity should never crash when importing :)
    Which operating system?
    Any error messages / crash log?
     
  13. KeithBrown

    KeithBrown

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    I would try deleting the downloaded package and download again. Your download could be corrupt.
     
  14. vis2k

    vis2k

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    V1.19 pending review:
    • Upgraded to Unity 2018.4.2f1
    • Monster MOVING state: if target is unreachable then stop movement before going back to IDLE. Fixes a bug where the zombie would be sliding to players sometimes.
    • Monster ATTACKING state: go directly to MOVING if target is too far away. It's more robust this way and avoids one unnecessary transition to IDLE.
    • Utils.IsReachableVertically updated
    • Monster collider field replaced with mainCollider, and added a CapsuleCollider (trigger) to the main Monster prefab. This is easier to work with for distance calculations like attack range.
    • Monster/Player: target collider is now found via GetComponent instead of GetComponentInChildren because all entities have main colliders now (instead of only having animated hip colliders)
    • Monster.EventTargetUnreachable: consider attack range too to fix a bug where a monster considers a player unreachable if he is out of attack range due to the latest maxDistance parameter in IsReachable.
    • Monster: remove EventTargetUnreachable. Always run as close to target as possible instead and only attack once we are in attack range and if reachable. Fixes a bug where a monster wouldn't stand idly if a player is behind a corner, only to follow it and stand idly again if the player moved out of attack range.
    • Monster IDLE/ATTACKING states: don't go to MOVING while the path is pending. Fixes a bug where the monster would constantly switch between IDLE->MOVING->IDLE->... if the target is behind a wall with no path to it, which would cause strange behavior.
    • Utils.IsPointInScreen helper function added
    • PlayerMovement.OnGUI: only show debug info if in screen. Fixes a bug where debug guis would be shown in wrong places.
    • Health component: avoid Sum to fix performance and GC
    • Endurance component: avoid Linq to fix performance regression and GC
    • Mana component: avoid Linq to fix performance regression and GC
    • Equipment.GetItemIndexByName: avoid Linq
    • Equipment bonus: avoid Linq
    • Monster AggroArea layer changed to new AggroArea layer that only collides with the Player layer. Improves performance because previously the AggroArea would collide with anything.
    • PlayerLook.raycastLayers LayerMask added and used in PlayerLook.lookPositionRaycasted. This way we can exclude the AggroArea layer and not raycast against it when doing melee hits etc.
    • PlayerInteraction uses PlayerLook.raycastLayers for consistency. This way items can be picked through AggroAreas too.
    • MeleeWeaponItem.SphereCastToLookAt: rename 'go' variable to 'player' for consistency with RangedWeaponItem
    • MeleeWeaponItem uses PlayerLook.raycastLayers for consistency. This way melee weapons can hit through the AggroArea too.
    • Combat: avoid Linq for performance and to reduce GC
    • CursorLocking: avoid Linq
    • Inventory: avoid Linq
    • PlayerEquipment: avoid Linq
    • Utils: avoid Linq
    • UIUtils: avoid Linq
    • Inventory.GetItemIndexByName: avoid allocations
    • EquipmentItem.category moved to UsableItem.category
    • Assigned item categories
    • Inventory.SlotsOccupied added
    • ScriptableRecipe.OnValidate: set ingredient amount to at least 1 after assigning a new ingredient.
    • PlayerStorageUsage: use look.headPosition instead of transform.position. Fixes a bug where we could open the storage but not modify slots because we were in PlayerInteraction's raycast range but not in range. Also makes interacting with storages above the player easier.
    • Fixed build warnings
    • Item cooldowns!
    • Renamed 'hotbarIndex' to 'equipmentIndex' everywhere
    • FirstPersonClipping uses a new HideInFirstPerson layer to hide meshes in first person. Main Camera clips this layer, Volund Prefab's Equipment Avatar camera shows this layer. Fixes a bug where the player head in first person would be hidden in the equipment avatar. Also improves performance because less draw calls and no material swaps are needed. Make sure to reassign the hideRenderers in the player prefab's FirstPersonClipping component when upgrading. Make sure to add the HideInFirstPerson layer when upgrading manually.
    • ItemModel layer created and assigned to all item models. Both main camera and player prefab's avatar camera show the ItemModel layer now. fixes a bug where the helmet wouldn't be shown in the equipment avatar unless in first person.
    • Equipment slots can now be dragged out of the window to drop the item to the ground
     
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