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[WIP] Platformer Pro

Discussion in 'Works In Progress - Archive' started by JohnnyA, Jan 19, 2014.

  1. JohnnyA

    JohnnyA

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    I contacted Caitlyn from the asset store who was very kind. Hopefully we might be back on track for a release soon (no guarantees but at least a hope).

    @Collider_nyc There are a lot of assumptions in both Unity physics and this controller that 1 unit = 1m not 1 pixel (unless your character is a a few pixels high :) ) so I would avoid 1 unit to 1 pixel.

    Although I haven't used it recently I have used 2DTK quite a lot in the past and never had issues with ignoring that recommendation.

    Or in another way: although both are possible its likely a lot easier to make 2DTK work at a different ratio than it is to make Platformer PRO work at a different ratio.
     
  2. Collider_nyc

    Collider_nyc

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    That's exactly the conclusion I came to - just wanted to make sure - thanks! And great to hear about the imminent release.
     
  3. JimRoot

    JimRoot

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    awesome, exactly what i was looking for.
    sorry for the rejection. hope its up soon and they don't let you wait to long.

    a grappling hook/ninja rope weapon would be also nice, just saying ;)
     
  4. Jaans

    Jaans

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    I know you got a lot of stuff to work on right now Johnny, but I am still looking forward to this documentation. It's not very easy to understand how these things exactly work in the asset (at least for me :)). Thank you in advance!
     
    Last edited: Aug 25, 2015
  5. JohnnyA

    JohnnyA

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    Yay another rejection, they want PDF docs too... fair enough. On a positive note reviewers had lots of good things to say.

    With luck I'll be able to get the online docs in to PDF tonight and maybe it will be ready tomorrow (assuming the trend of next day reviews continues).
     
  6. JohnnyA

    JohnnyA

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    @Jaans its on the list and shouldn't be too far away. If not this week probably next.
     
  7. JohnnyA

    JohnnyA

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    BTStone likes this.
  8. superwendel

    superwendel

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    Platformer Pro showed up originally as a whole new asset instead. I missed out on the upgrade deal but no worries, even at $75, it's a steal.

    I'm stoked that it's finally here. Thank you and congratulations on the release John.
     
  9. Collider_nyc

    Collider_nyc

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    I got no other option but to upgrade... let me know if you're hurting for cash, Johnny, I'll spot you the $15 :)

    Congrats on the release!
     
  10. JohnnyA

    JohnnyA

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    Thanks all for putting your money where your mouth ( or heart <3 ) is.

    Whats next:

    - I need to finish some more key document items and videos: 3D Animation, Ledge Climbing, Attack System (and then the rest).

    - After some more pats on the back this thread will wind up :) ... Please join the slack chat by sending a support request. I'm online 8-12 hours a day, and will typically answer questions pretty quickly.


    Let me know stuff:

    - Let me know which things you have trouble with. I want to make the experience as smooth as possible. Although I've tried to make things easy, you guys are the early adopters so you will face some challenges.

    - Let me know what movements you want, I've already got a couple of new ones done for the next release, typically they don't take long.

    - Let me know if you are building something thats pretty awesome. I want to have high quality success stories, and if this means some extra time from me, thats very much okay.


    Platformer Overload:

    Are you interested in contributing to Platformer Overload, a collection of many (101?) platform games wrapped up and sold as a bundle?

    Read more here (once the link is approved by the moderators, PM me in the mean time)
     
  11. JohnnyA

    JohnnyA

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    Argh, bummer. You must have been the first person to purchase! I owe you a little extra help (or a few beers ;) ).
     
  12. biscito

    biscito

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    hey john ,)

    simple question ho do you acces character velocityX or Y ?
     
  13. JohnnyA

    JohnnyA

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    @biscito

    character.Velocity.x and character.Velocity.y

    There's also AddVelocity and SetVelocity methods for updating them.

    (API Doc is online here: http://jnamobile.com/API/v1.0.0/ )

    Note that how velocity is interpreted depends on the movement. For example digital ground movement ignores changes in X velocity always setting it to the desired value.
     
    biscito likes this.
  14. JohnnyA

    JohnnyA

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  15. verdail

    verdail

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    Hello Jonny good year in 2016 for you. what I would do is jump and broken boxes with feet as posting your video on youtube has eight seconds to play.
     
    mgsvevo likes this.
  16. magique

    magique

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    I just started using Platformer Pro and I get the following error when running the Stealth demo.

    Invalid movement data.
    UnityEngine.Debug:LogError(Object)
    PlatformerPro.AirMovement_DelayedJump:Init(Character, MovementVariable[]) (at Assets/2DPlatformerPro/Scripts/Movement/Air/AirMovement_DelayedJump.cs:288)
    PlatformerPro.BaseMovement`1:Init(Character) (at Assets/2DPlatformerPro/Scripts/Movement/BaseMovement.cs:133)
    PlatformerPro.Character:Init() (at Assets/2DPlatformerPro/Scripts/Character/Character.cs:1862)
    PlatformerPro.Character:Start() (at Assets/2DPlatformerPro/Scripts/Character/Character.cs:1275)
     
  17. JohnnyA

    JohnnyA

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    Hi @magique, argh you are right, this sample hasn't had much love recently :s

    You can quickly get rid of the error by clicking on the character object and opening the inspector for it. This will reset the movement data for the invalid movements. Unfortunately it will also change the settings such that the air movement speed is set much to high for the sample, but it will at least work (you will just be able to move really fast when jumping horizontally).

    The new version v1.1.2 will be submitted this week. I'll ensure I clean up the sample. Thanks again for picking it up.

    Finally, this thread is the old WIP thread. The best ways to get help are:

    - support ticket ( support AT jnamobile.com )
    - the new thread: http://forum.unity3d.com/threads/pl...opes-and-much-more.350500/page-5#post-2570525
    - our dedicated forum: http://platformerpro.boards.net/
     
  18. JohnnyA

    JohnnyA

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    Just hitting reply so you get a notification.
     
  19. magique

    magique

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    Thanks. Sorry for posting in the wrong thread.
     
  20. zenGarden

    zenGarden

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    Is there some youtube videos tutorials ? i only seen text documentation hard to follow because it lacks pictures explanining stuff.
     
  21. JohnnyA

    JohnnyA

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    zenGarden likes this.
  22. zenGarden

    zenGarden

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    There is no video link on the Asset Store, this is why i asked.
     
  23. JohnnyA

    JohnnyA

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    Ahh, you think its worth link to tutorials from the asset store?
     
  24. zenGarden

    zenGarden

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    I don't know ? i was checking your plugin i seen no video , i clicked on the documentation link and i found text only.
    Anyway each time i buy some plugin, i check the video tutorials.
    If you look at some other popular plugins you will see the link to videos and one or more videos among images descriptions.
    https://www.assetstore.unity3d.com/en/#!/content/5664
    It is not hard to add a link and a video.
     
  25. JohnnyA

    JohnnyA

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    There are two videos in the video/images section but I'd never thought to add links to tutorial videos. I can see how it would be useful though.
     
  26. magique

    magique

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    I just started putting my own platforms in the game and it looks like the system is designed to support only 2D colliders. Is that true?
     
  27. JohnnyA

    JohnnyA

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    Yes. You must use 2D colliders on 3D objects for 2.5D. Generally its not big a deal once you establish a workflow that fits your game.

    Ping me a support request if you need to to do rotation around X/Y I have some WIP scripts to help with that.
     
  28. magique

    magique

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    This is a big deal. How can you use 3D meshes that have lots of curves to them?
     
  29. JohnnyA

    JohnnyA

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    I've found that quite often using the 3D mesh resulted in so many issues around alignment that users ended up going with hand drawn or automatically calculated 2D colliders anyway (my previous asset was 2D with 3D colliders so I have quite some experience with this).

    The hand drawn workflow isn't too bad (create level, draw polygon colliders over the top). For things you re-use create prefabs. It also allows tweaking without touching the mesh.

    If your polys are simple the process is simple. If your poly aren't simple it takes a bit more work, but the reality is that in this case you need to quite a bit of work anyway. You will need to create LOD meshes for performance reasons, and these LOD meshes often have their own alignment issues so you end up adjusting them by hand too.

    With complex curving polys you can also have the issue that small ripples in the object cause your character to bounce around a few pixels, which is often not what you want. SO again you have to adjust meshes, reimport, etc.

    - - - -

    Its not ideal, particularly for rapid prototyping, and I am looking at an update for 3D colliders, (theoretically its not a huge amount of work) but its not a high priority as not many people want it.

    Happy to provide a refund if it doesn't meet your needs.
     
  30. magique

    magique

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    Ahh, I forgot about polygon colliders. That should work fine. I have been mainly working in 3D so that one eluded me.
     
  31. JohnnyA

    JohnnyA

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    Again it isn't ideal, particularly for rapid prototyping, but I have found for polished games most people tend to go down the hand drawn route anyway.
     
  32. magique

    magique

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    I'm seeing an issue with my character where he sometimes hovers above the ground in a falling animation state for about a second before actually landing. It does this most of the time, but sometimes it lands correctly even in the same spot where it was not working.
     
  33. JohnnyA

    JohnnyA

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    Are you using 3D animation? If so then its probably a mecanim transition issue. The 2D animation bridge forces animation states via Play() but the 3D animation bridge doesn't force mecanim to do anything: it just sets a bunch of parameters which you need to use to control the mecanim state tree.

    Playing an animation state for too long usually means the rules aren't right. For example a transition that is too long, or marked as atomic, or guards on the entry to stats that are too strict. I'm happy to take a look if you send me a sample.

    The 3D bridge effectively gives you the complete power of mecanim, but mecanim is a bit of an unwieldily beast. You can use the samples animation controllers as a starting point but they need to be tweaked to your game and your animations.

    If your animations are not too complex you may want to try the animation bridge 2DWithTransitions. Like the 2DBridge this forces mecanim to play a given state, but it also allows for transitions between states.

    https://jnamobile.zendesk.com/hc/en...-Mecanim-Animation-Bridge-2D-With-Transitions

    If you want to work through it yourself, you can see the parameters in the mecanim editor. You can also debug the Movement that is in control and the AnimationState (showing you exactly when state and what state changes are being sent to the bridge) using the buttons on the Character Inspector.

    - John A

    PS If this doesn't seem to be the problem, please send me a sample. I cant think of anything else that would give the symptoms you describe.
     
  34. magique

    magique

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    @JohnnyA, thanks for all the information. Yes, I was using 3D. However, I've decided that the whole 3D setup is going to be more difficult than I thought so I'm going to switch to strictly 2D. I'll be converting my 3D stuff to 2D sprites using Sprite Baking Studio. So hopefully I won't have any issues.
     
  35. JohnnyA

    JohnnyA

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    No problem. Note that the 2D bridges do work with 3D.

    They are called 2D and 3D because they are more commonly used that way, but they can both control either sprites or models (not much value in the 3D animator for sprites though).
     
  36. karmik

    karmik

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    Hi There @JohnnyA
    am planing to buy platformer pro. Just want to check if i can create a top down shooterwith platformer pro and if there is any example for this. I am not a coder. So just checking if there is any ready to resking example included for top down shooter.
     
  37. JohnnyA

    JohnnyA

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    Hi @karmik,
    no it doesn't handle top down shooters. It handles side scrollers in 2D and 2.5D. Top down shooters don't usually involve much platforming stuff.
    - John A
     
  38. wjone52

    wjone52

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    I remember reading somewhere that there would be an enemy system update, or perhaps a module? Is that still happening? I would pay for that!
     
  39. superwendel

    superwendel

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  40. karmik

    karmik

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    Does platformer pro have 3d character co troller. Am planing to use 3d model in the game
     
  41. JohnnyA

    JohnnyA

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    We support 2.5D (3D models but the game world itself is 2D).
     
  42. karmik

    karmik

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    Thats fine but i wanted to check if using 3d models is seamless or needs any coding on my part. As i have zero coding knowledge.

    I Have the models and anim clips. Can i use them in platformer pro without coding. I am talking about trigger anim on walk,jump shoot etc.
     
  43. JohnnyA

    JohnnyA

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  44. Jiraiyah

    Jiraiyah

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    @JohnnyA
    Hi sir, i was wondering, is there any component provided that would work like "height condition" but on horizontal axis? i mean, i want to pass a wall from one side to the other side but if i want to try coming back it should block me on that axis
     
  45. JohnnyA

    JohnnyA

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    Quickly with: IgnoreColliderPlatform

    If used with an edge collider and a character that isn't too fast this should be okay.

    If you notice jerking or want more control then you use additional conditions.

    A one way can be done with an IsInColliderCondition AND an InputDirectionCondition, there's lots of different ways to configure the details depending on what you want to happen when the character gets half way through a block and pushes the opposite direction.

    - - -

    Its also possible with one-way trigger which turns on the platform collider form one direction and turns it off from the other. This quite robust but takes a little more setup so its my least favourite option.

    - - -

    See:
    https://jnamobile.zendesk.com/hc/en-gb/articles/219330268-Additional-Conditions

     
    Jiraiyah likes this.
  46. Jiraiyah

    Jiraiyah

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    well, i had seen that example, so basically we mimic the thing you did on the slope but this time it's totally vertical edge collider so dropping the up movement totally and just using the conditions for activating deactivating the vertical trigger?

    maybe this picture help more by the way :
    upload_2018-5-17_13-27-38.png
    upload_2018-5-17_13-27-48.png
    as you see, i have the same setup as video for the top edge collider but didn't know what to do for the horizontal collider

    to be honest, i would appreciate it if you would make another one those awesome short video tutorials about this one
     
    Last edited: May 17, 2018
  47. Jiraiyah

    Jiraiyah

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    @JohnnyA
    have a question regarding the projectile attack component, did i miss something?

    wouldn't it be useful if you let us dedicate a game object on the player / character children for the position of projectile being spawned? would be nice when your projectile should be spawned by some offset of from a tip of a staff where the staff is being animated.
     
  48. JohnnyA

    JohnnyA

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    @Jiraiyah please note this thread is not for support. Use http://platformerpro.boards.net/ or send email to support address.

    The ProjectileAimer component allows you to set where the projectile spawns from (as well as things like arrow keys or mouse for aiming). Although not out of the box it would be a very small extension to make it use a game object as the spawn point instead of requiring you to enter an offset.
     
    Jiraiyah likes this.
  49. claudiorodriguescampos

    claudiorodriguescampos

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    Is it possible to create a game like that using Platformer Pro
    https://store.steampowered.com/app/647280/Pixel_Shooter/

    Based in the video, is it possible to create an AI that is similar to the AI used in this game. One enemy shoot againt the player, another enemy jump towards the player direction and the third enemy flies in the player direction without collide with any obstacles.

    Is it possible create AI like that using Platformer Pro?
     
  50. mgsvevo

    mgsvevo

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    Hi,
    i'm just wondering is this pathfinding system included in platformer pro 2 ?
    if not, are you planning to release it in the future or it was abandoned ?