For UNITY 3.4
(Formally known as “FX Camera System”)
Daily Build Notes 1.5.1
New Features:
- Added a fatigue condition for Head Bob. Currently this is true or false and can be set in the inspector under “Current Controller State”. It can be called by referencing FX_Character_Controller.IsFatigued.
1a. This feature can be enabled / disabled under Player Settings → Player_Motion_Settings → HeadBob Settings → Enable Fatigue Head Bob.
1b. This feature has two Head Bob settings “Rested” “Fatigued”
1c. This feature currently applies to motion states Standing, Crouch, Prone, Climbing.
Fixed:
- Restored Head Bob for climbing
Short Term WIP:
- Make the transitions between Head Bob state changes smoother.
!!!IMPORTANT!!! Setup your layers Tags:
LAYERS:
8 = Ignore Camera
9 = Ignore CameraWeapon
10 = Ignore Weapon
11 = Ignore Interact
12 = Render Weapon
13= Render GUI
14 = Ground
15 = Player
16 = AI
TAGS:
0 = Ground
1= Water
3 = WaterSurface
4 = Ladder
5 = Activator
6 = Door
7 = Interactive
FX Game Development Tools is an easy to implement system that currently consist of:
- Three camera / gameplay styles. (First Person Action, Third Person Action, Third Person RPG)
- Projectile weapon system
- Object interaction system
- Special effects properties editor
The Camera Gameplay Styles
First Person System:
This is a basic first person camera setup.
Third Person Action System:
This camera system acts much like the camera system in most third person Action based RPG Shooters like Mass Effect. This system can use two camera locations. One for out of combat and one for in combat. The out of combat camera is placed behind and above the player actor and allows the camera to be moved in and out via the mouse wheel. The in combat camera snaps to behind and to the side aka over the shoulder view and is locked to it’s current distance behind the player.
Third Person RPG System :
This camera system acts much like the camera systems in most modern 3D isometric RPGs like Dragon Age. The cameras rotation is controlled by holding the RMB and moving the mouse. The camera can be moved in and out by using the Mouse Wheel. The player actor can be commanded to move to a position by clicking the RMB on the ground surface.
The Projectile Weapon System
The projectile weapon is a raycast based solution. The system works by shooting a ray out from the center of the screen Aka the screen reticule and collecting the hit.point. The actual weapon will then orientate to look at this position. Because this creates two line of sights (camera to target and weapon to target) only the camera to target is used for projectile collision information. This leaves the weapon to target line of sight to shoot a simulated projectile towards the target. This is just a visual and has no impact on anything. Some examples would be the bootcamp demo with unity and mass effect both use this method for solving the third person line of sight offset issue.
Object Interaction System
The object interaction system uses an object known as an “Activator” to interact with objects in the game world. While “Activators” are currently limited to interacting with doors and lights, they will be expanded to allow interaction with any other set pieces that require a form of user interaction.
Special Effects Editor
The special effects editor simply allows a quick and easy way to control the way an instantiated prefab effect or projectile is handled.
Setting Up A Ladder
- Import the object your wish to use for your ladder and place in the game world.
- Apply a Zone_Ladder prefab and set as a child of your ladder.
- Set the Zone_Ladder “Z” direction to be facing into your ladder object. (Very Important)
- Position the Zone_Ladder to be just in frond of your ladder object.
- Scale the Zone_Ladder to the height and width of your ladder object.
- Scale the depth of the Zone_Ladder to be big enough for your player to enter the Zone_Ladder.
Current Features FX_Character_Controller.js
- Three Camera Styles
- Camera Occlusion
- Camera Orbit / Dolly
- Camera Zoom
- Change Camera (Two camera option)
- Dynamic Reticule Mouse Cursor
Current Features FX_Weapon_LineCast.js
- Three Shooting Styles
- Weapon Range, Rate Of Fire, Reload Times, Damage
- Shot Scatter Amount
- Accuracy Boost
- Weapon Firing Effects
- Weapon Impact Effects
WebPlayer DEMOS
First Person Action DEMO
Third Person Action DEMO
Third Person RPG DEMO
Isometric DEMO
First Person Aaction Third Person Action DEMO Controls:
Move: WSAD + Mouse
Run: Left Shift
Jump: Space
Fire: LMB
Lean Left / Right: Q , E (First Person Action Only)
Change Pose: Left Ctrl (First Person Action Only)
Stand Up: Z (First Person Action Only)
Hold To Prone: V (If set to hold to enable, First Person Action Only )
Hold To Crouch: Left Ctrl(If set to hold to enable, First Person Action Only)
Interact: F
Change Camera: C
Change Fire Style: M
Dolly Camera: Mouse Wheel (Third Person Action / RPG Only)
Third Person RPG Controls: (Dragon Age Style)
Move: WSAD or RMB click
Run: Left Shift
Orbit Camera : Hold RMB (Move mouse)
Dolly Camera: Mouse Wheel
Interact: RMB click
For UNITY 3.4
Thanks to Hovrak for inspiration in the design of the logo
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