50% OFF Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.77c

I see, yeah, it is also a good way to handle, I want to add the input stack option to other elements in next updates too.

I also added an option on the combat to have a delay to reset the attack index, so even if the animation attack ends, the system can store the last attack index and play the next attack if pressed in that range of time, instead of reseting the attack index back to the first attack as soon as the attack ends as it was done before.

Regards.

Hi everyone.

I started the new video tutorial series. Here the first video, to import the asset into the project along some tips and first steps:

I will keep making new videos from now on, will try to make 1-2 at least each week (or more if possible).

Also, suggestions for what to cover on these tutorials is welcome.

Regards.

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Hi everyone.

Here an example of using the noise system to call AI attention to a place where an environmental finisher can be used, so it can be used as a trap:

I added a simple prefab example to use this kind of noise generation by button interaction. Almost all tasks finished for this update.

Regards.

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Hi everyone.

I updated the integration doc for GKC with UMA 2, let me know if anyone tries it and if all is clear or there is any issue with these steps.

GKC-UMA 2 Integration PDF

Regards.

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Hi everyone.

Here another example of the shared action system activated from contextual actions, in this case the AI using close combat attacks towards the player and viceversa:

Regards.

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I used the new UMA instructions today, and they were very helpful. One step that was missing is after you press the button to search bones on new character, you must also press the next button, which is to build the character.

During the code changes, might note that the UMASkeleton edits will produce an error which is fixed by moving the two scripts from GKC to UMA, and maybe put the script move before editing the collider script.

I think thatā€™s all. It seemed to be functioning for me afterward, but I havenā€™t put it through its paces yet.

Update: When switching to the bow, it appears the arrow isnā€™t lined up quite right, being a bit above where it should be located for the bend in the string and the hand. Generally decent match up for the guns (the offhand for the pistol is a little off), but the axe is also not seated in the grip properly, using that initial UMA male character.

BTW, is there an easy or intended way to switch off input to the GKC system, so I can switch to a different context, like a character modification UI, a chat window, etc.?

Oh, yes, I think it was an odvious step, but I will add that step, to avoid any confusion. Thanks for the results on the doc, happy to hear it works properly.

About the bow and fire weapons and axe (bow and axe are both melee weapons, managed by the same system), they can be adjusted by their respective melee tool or the IK weapon tool.

You can skip the part of the creation of the melee weapon, but it shows the melee weapon adjustment.

And here for fire weapons:

About the arrow, it can be also adjusted, it is better explained in the FAQ section of discord, I have planned to add that whole section on the main online doc, as I am going to add more content to that doc along bringing new tutorial videos.

I can post the bow adjustment here later :wink:

About the input, not sure what you mean, do you mean to turn off inputs or categories of inputs on GKC?

If you mean that, yes, it uses a custom input system, very similar to the one of new unity input, as it allows to create and configure new actions without any code, setting the 3 types of inputs, gamepad, keyboard and touch and their respective key assigned and the type of press (hold, release, or down) and the event that triggers for it.

You can see more on the doc and you can rebind the default keys or disable any of the actions or category of actions on the main input manager component on the player parent or the player input manager for that player on specific.

Let me know more details about what you need, no rush.

Regards.

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Hi everyone.

I fixed a small issue on the ragdoll builder, where some body parts collider size wasnā€™t properly calculated, having some big capsule colliders on some limb, this is fixed now, having a proper size on any humanoid rig for player or AI:

I finished all the tasks for the update 3.77c, only the demo builds left to complete. I will do a changelog tomorrow too.

Regards.

Good news, everyone.

The new update 3.77c is live on the asset store (a little reminder to always make backups of your projects before anything else) :grin:

Also, there are new animations added on the examples of the action system and other movements, so I recommend to check the public repository of the asset to get the new animation package (more info on the doc, in the external files section).

Thanks for all the kind words, interest, feedback and support (especially to all the Patreon supporters) while working on this new update, it means a lot for me and really motivates to keep working more in the asset :smile:

Time to resume the work focused on multiplayer online and VR integration along other elements for 3.8.

Also, if you have already GKC any of the 3.77 versions, you should be able to just import the new version in your project, previous backup of your project.

But of course, you can also import all the content and create a new player, which is in most cases, the most recommended way. But VERY IMPORTANT: MAKE SURE TO MAKE A BACKUP EITHER IF YOU OVERWRITE OR IMPORT THE ASSET DIRECTLY :wink:

Here a direct link to the animations package for 3.77c (once imported, remember to close and open the project):

Regards.

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Good news, everyone.

Game Kit Controller is 50% OFF during the Black Friday sales on the asset store! just in time for the new update 3.77c :grin:

Regards.

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Hi everyone.

Here a summary of the elements added on the recent update 3.77c, already available on the asset store.

Along the work on 3.8 as the current update in progress, I will keep doing new tutorial videos and adding new content to the main doc :wink:

Regards.

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Hi everyone.

Just a reminder that Game Kit Controller is 50% OFF during the Black Friday sales on the asset store!

I am going to update ā roadmap this week for the info about the current 3.8 version in progress and put some elements on the next updates too.

I want to start with the multiplayer online and VR testing asap :grin:

Regards.

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Hi everyone.

I am adjusting an option already included to allow to make a jump on ground animation when moving, instead of jumping directly, similar to the option to do that when jumping in place:

Regards.

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Hi everyone.

Here another example of a shared action configured with melee weapons, as I added an option on the shared action system info for more conditions, to allow to trigger or not a certain action based on the weapons carried by one or both characters.

So in this case, a character can trigger this type of melee attacks or it would trigger another if he doesnā€™t use a melee weapon in that moment.

Regards.

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Sorry if this is already done. Would it be possible to have like starting points setup ?
Like just 3rd person or 1 st person cam? What I am really wanting to ask or suggest is
" fast starts " like 1st person 3rd person, etc. The main problem to me anyway is that
when you make a new character it has like everything on itā€¦ every weapon, every system, it seems.

Is it in or possible to make a configurable list of options when creating a character ? OR Best would be
to be able to add on systems as might be needed for any game.

So new approach to learnā€¦ seems to me a thief type clone instead of the MM_VI player set up ā€¦ which right now is still to hard to figure out best approach.

SO I want to make a new character that has NO weapons or " abilities " ā€¦ the thief would get,
bow and melee items ā€¦ only ā€¦ one would add on extra systems as needed ?

Please donā€™t see this as badā€¦ I was reading some of the reviews and I do not have to say the
" Pain points " that some have said. This asset is INCREDIBLE and HUGE in scope!!! And from more of the recent reviews ,ā€¦ the best and only real decent choice for a template.

What hit me as I was trying to think how to ask this ā€¦ When you load a lot of the scenes you are hit with a lot at onceā€¦ and yes every asset you need to learn ā€¦ I was wondering IF* it might be easier for some to learn and get a handle on the asset by starting out with less options on character creation , and set it so that if you want an option you can ADD it instead of trying to delete or disable menus ?

So, my thief guy starts with hardly nothing , starting the game is getting " gear " weapons, etc ā€¦ latter onā€¦ quests and puzzles etcā€¦ then the climbing and swimming and the ledge climbs for the game that would make sense for that type of character to do ? Thanks for your thoughts and more for all the work you have done on this for years and how much you have helped so many people.

Like maybe a starting scene - maybe with a survival theme, but not necessarily - where the player has nothing, and picks up and uses first object, first ability, etc.?

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@Mark_01

You can selec the type of player template on the character creator, including the simple player, which has most of its main elements disabled and it clears by default the initial inventory list and if I remember properly, the fire weapon gameObjects are removed from the playerā€™s body too.

The templates are selectable when you use the option to instantiate the new player to create on the character creator window:

You can also check the build player component, to use the same list of main settings included on the character creator, so you can select at any moment any setting from a single place even after creating the player (or any AI too, as it has the same workflow).

You can see it here:

Let me know if this is more clear. I am preparing a new tutorial video telling more about these options, to make sure it is as clear as possible.

And no problem in this kind of questions, never hesitate to tell a doubt/issue/question/suggestion :wink:

Regards.

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In relation to GKC and networking, I thought Iā€™d point out thereā€™s another new free networking plugin in the UAS: PurrNet.

It looks like the same sort of thing that can be approached with a network manager game object and syncvars.

Tutorials for it on YouTube are by Bobsi Tutorials (https://youtu.be/VxCPSFBTAms?si=qbr-RMQrhBobucIv), who is one of the developers working on the open source solution.

They also have tutorial videos for Steamworks, which is what you use to better interface with Steam if you publish there.

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Thank you so much for that and showing those menus!
I wonā€™t have nay time today at all to " test see " but will ASAP.

It looks like this should be easy and what I was thinking.
To me knowing this will make it easier and more productive if
I get this part down, than Iā€™d be in a better position to be more clear or
give more suggestions based on the work flow.

Thanks again :smile: