Creator Kit: RPG


Unity’s Content Team are excited to announce some brand new projects for your code free, drag and drop delight. Please use this forum thread for the RPG Creator Kit and tell us what you think, we’re always looking to improve our content for you.

Find the tutorial on Unity Learn
Find it on the Asset Store

Learn the basics of Unity in under an hour with our Creator Kits - they’re like miniature versions of the bigger Game Kits. Aimed at complete beginners, create your own beautiful physics-based puzzle using ramps, dominoes, spoons and switches to guide your super shiny marble through your marvellous machine. Learn about Unity’s physics system in this step by step beginner tutorial.

Forum post for the Puzzle Creator Kit
Forum post for the FPS Creator Kit

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I downloaded the Kit Right away I’m seeing this error: Assets\Creator Kit - RPG\Scripts\Tiles\Brusthes\Coordinate Brush\Scripts\Editor\CoordinateBrush.cs(9,36): error CS0245: Also, nothing is in the Tile Palette so I can’t follow the guide.

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I’m getting the same thing.

I think I may have solved it, it says in the scripting API that the GridBrush class requires the “using UnityEditor.Tilemaps;” statement, however, I’ve found to get the files completely error free, you also need “using UnityEditor.Tilemaps;” too.

Takes a bit of work but it’s better than not working at all.

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Hey zombee81 and Kevman69,

Thanks for reporting this and sorry to hear you’re having problems using the kit! Are you on Unity version 19.1? We are aware of issues with the beta versions of Unity which have been fixed and will be uploaded upon 19.2’s official release.
Our projects only ever work on the stable Unity versions, as beta/alpha’s are less stable and change on a weekly basis causing them to be unsupported for our projects.

It’s working. It’s a very good case.But I don’t know how the developers deal with occlusion between sprites, I find it has to do with the Y-axis in the pivot of sprites, but I can’t find a script to deal with this, or is there any other way to deal with it?

Ok, I finally found this function, this is really useful for making 2d games!

I see thanks for the info, I’m using 2019.2.0a7, is the stable version 2019.1.10f1? Oh! Any chance you could do the 3D version of this Creator Kit: RPG? At some point anyway, I don’t want you to think “I want it now”, just asking to add it to the Creator Kits that you are going to do. :slight_smile:

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any Ideas how to solve this issue? I’m using unity 2019.1.8f

Assets\Creator Kit - RPG\Scripts\UI\SpriteUIElement.cs(24,9): error CS0246: The type or namespace name ‘PixelPerfectCamera’ could not be found (are you missing a using directive or an assembly reference?)

I’m still learning and I have no Idea how to solve scripting issues yet.

This is awesome, got it working straight away with 2019.1.1f1. I want to use the conversation system in another game, I’ve extracted what seems to be the relevant files, but I’m having to comment out quest related things. Any advice for extracting this? It’s mostly working, but the UI is only half working. I could just code it myself, but I have no idea what to even google for that 2 column list in the inspector

Edit, nvm, got it working. Had to include quests. So basically you need to include every script related to Conversation, Quest.cs, and SceneContext.cs. You’ll need to comment out errors about cutscenes and models, etc. But it seems to work for my needs

Upon import, a warning about dependencies pops, if you choose to install this dependencies, at least some of the files on the package won’t be written (particularly, the main scene). The resulting sample scene is an empty scene. My workaround was:

  • From a new project import the package
  • When the warning about dependencies pops, click on “Skip”
  • The project will be imported, but you will get two errors complaining about missing dependencies
  • Import the package again, you will notice none of the files are selected to import and you won’t be able to select them. Click import anyway.
  • When the warning about dependencies pops again, now click on install.
  • Profit!
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I was going through the scripts when I found this.

Why is it not inheriting from Monobehaviour for even such a simple function as OnTriggerEnter2d and OnTriggerExit2D? And do we really need ‘using RPGM.Core’?? Is the script just over complicated or is there a valid reason behind, be it in terms of performance efficiency or anything?

And also, I’m unable to walk through the border of the house while I’m able to walk through the internal parts though both have been painted using Tilemap Palette. How is that functionality implemented?

Hello. I am having some issues with the tutorial on this RPG. Once I get to the bit where I am meant to run the game I get a very zoomed in game window and three error messages in the console (picture below). On top of that the walk animation doesn’t play plus the character seems to act as if he is on Ice (slips around with momentum).

I am on Unity 2019.2.0f1 personal. I downloaded the assets, and did have an issue with the “Temp/com.unity.multiplayer-hlapi.Runtime.dll” which required me to re-install that plugin. But I am now at a bit of a loss as what to do now. This is a fresh Unity install with your asset pack downloaded so I don’t know what could be conflicting with it.

The movement in this feels less than ideal. I ended up modifying it to be smoother and fixing up the animation script to support full analog movement. It’s not “retro” but it feels infinitely better.

In “InputController.cs” replace “CharacterControl()” with:

void CharacterControl()
        {
            Vector3 walkDirection = Vector3.zero;

            if (Input.GetKey(KeyCode.UpArrow))
                walkDirection += Vector3.up;
            if (Input.GetKey(KeyCode.DownArrow))
                walkDirection += Vector3.down;
            if (Input.GetKey(KeyCode.LeftArrow))
                walkDirection += Vector3.left;
            if (Input.GetKey(KeyCode.RightArrow))
                walkDirection += Vector3.right;

            walkDirection.Normalize();

            model.player.nextMoveCommand = walkDirection * stepSize;
        }

To fix the animator replace “UpdateAnimator” in “CharacterController2D.cs” with:

        void UpdateAnimator(Vector3 direction)
        {
            if (animator)
            {
                if (Math.Abs(direction.x) > Math.Abs(direction.y))
                {
                    animator.SetInteger("WalkY", 0);
                    animator.SetInteger("WalkX", direction.x != 0 ? 1 : 0);
                }

                else
                {
                    animator.SetInteger("WalkX", 0);
                    animator.SetInteger("WalkY", direction.y != 0 ? direction.y > 0 ? -1 : 1 : 0);
                }
              
            }
        }
5 Likes

Hello,
I finished this tutorial Create a Quest - Unity Learn . The quest is starting correctly, the apple appears but when i take the apple, nothing happen.
I can see the apple appears in my inventory but when i go back to discuss with the Archer, he don’t talk to me and nothing happen… :frowning:

Can you help me to understand?

I read one more time the tutorial and i correctly setted the Quest GameObject by doing the drag n drop of Conversation Scripts to the Quest in progress and Quest completed fields, as you can see below:

Maybe i miss something…?

Thanks in advance for your help!

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Hi- the sample scene seems to have errors loading any of the provided scripts which come with the package. For example, for CharacterController2D, the object has the error “The associated script cannot be loaded. Please fix any compile errors and assign a valid script.” The same error appears for all objects which reference a script provided by the pack. The scene will run and the idle animation will display, but the game is non functional and nothing can be moved. Please help!

Hey!
Sorry to hear you’re having issues getting the kit to run - could you let me know what operating system and unity version you’re using? And also how you obtained the Kit? Downloading it through the learn tab of Unity Hub or from the Asset Store in the latest stable (19.2) versions of Unity should be working correctly!
There’s also a slight chance something went wrong while importing - you could try right clicking on the Assets folder in the Project Browser and selecting “Reimport All”. This might fix your issues!

Hello,
I’m enjoying this tutorial but…
Is there a (good) way to save the project for further use, after having turned off the computer? (because when Unity crashed yesterday during the tutorial, I couldn’t find my files after the reboot…). Or is it necessary to first create a new project from scratch?