NOTE: Backup current projects before importing. Read release notes if updating from a version below 1.6. Delete the previous version JrDevAssets folder before importing new versions.
Want to create an action game that allows you to perform combos? The GAC (Great Animation Combos) System is created just for that. Create 3D/2D games that take your animations and seamlessly provides cool combo sequences to your players. This asset comes packed with features to get your games up and running (and combo-ing) with a few clicks and minimal coding.
After months of development and recoding, the GAC system has launched on the asset store and now on Sellfy
Features:
NEW! 3rd Party Plugins Setup Menu- Add access to supported 3rd party Assets with just button clicks
NEW! Charged Activators-Hold down a specific activator input and release in time to provide a different animation attack
NEW! Debug Input Response Times-Allows the adjustment of input response times giving even more customized control.
3rd Party Activator Support- InControl, NEW! Control Freak, and NEW! uGUI supported! (InControl & Control Freak sold separately by their respective owners)
Context Variables- Use context variables to add conditions to Combos and Activators for limitless combo creations
Target Tracker Hit Detections- Use the tracker to have game objects react to hits with different animations and movements by calculating the distance and angle
Unity Physics Compatible- Use Unity’s physics system in conjunction with GAC with 3 different component modes
uScript and Playmaker Support- Use uScripts nodes and Playmaker states to call your activators! (uScript & Playmaker sold separately by their respective owners)
Mobile Support - Support for building to mobile devices using the Touch Gestures (PC/Mac, Android and iOS Supported)
Unity2D Compatible- Select a Movement Component Type to build in 3D or 2D officially supporting Unity Sprites that work with Mecanim
Sequence-Activators- Activate inputs in a sequence that trigger animations (eg. Down>Forward>P) for advanced combo creations
Sync-Activators- Combine inputs to trigger simultaneously (eg. A+S pressed together) for advanced combo creations
Multiplayer Support- Setup multiplayer gameplay by calling GAC on specific game objects
Delayed Animations- Create combos that link into animations when input event is delayed (eg. A, A…(wait)…A)
Mecanim Support- Add your animation states to use for combos. GAC plays well with states setup for other uses (Idle, Run etc)
Activator Setup Menu- Scripting basic events not required, do activator input setups through the inspector
Animation Linking - Combine your attack animations to create cool combos
Affect Specific Gameobject Layers - Customize what your animations can affect
Preview Animation Combo Setups with the intuitive GAC-PAC (Preview Animation Combos) Window
ANY 3rd PARTY ASSET YOU WANT SUPPORTED! LET ME KNOW!
ANY questions feel free to contact me at eturgott.jrdevarts@gmail dot com, I will try my best to help any problems and get back to you as soon as I can.
ALSO you can contact me on Skype. PM or email me asking for Skype name with your Skype name to confirm.
Version History:
Version 1.9.6rc 8/28/19
-Added AutoPlayModeSetup tool to JrDevArts Utilities folder; use this to set the scene to default play from when Play mode is entered. Find in Window/JrDevAssets/Tools/Set As First Scene
-Updated for Unity 2019.2 Compatibility
-Updated GACPAC Window location, now in Window/JrDevAssets/GAC/PAC
-Updated GAC_TAGPreview Window location, now in Window/JrDevAssets/GAC/TAG -Updated JrDevArts_Utilities to Version 31
-Fix GACMissingScriptsReplace error for isPrefab after updating JrDevArts_Utilities
-Fix GACPac delegate error -New UI and features coming in 2019
Version 1.9.5 8/26/16
-Changed the facing direction detection API for 2D sprites, modified API now properly Gets and Sets the right facing direction
-Changed the way the Target Tracker handles hit movement when kinematic is set to true, it disables for movement then resets the value
-Fixed a bug that didn’t account for gameobject’s Y position when using the Target Tracker to place the hit vertices
-Fixed a bug that prevented the use of delayed animation when using the same activator number in the same sequence
-Other small bugs and fixes
Version 1.9.4 6/30/16
-Changed the Character Controller Movement Component Type to allow usage without Mecanim character having an Avatar
Version 1.9.3 5/9/16
-Added compatability with Control Freak 2; Control Freak 1 compatability has been moved into an Asset Package to load in if needed
-Changed all of GAC’s animation frame checks to use the new InAnimationFrameRange call
-Changed the InAnimationFrameRange animationName value to determine if using layer string or not and processes accordingly
-Changed name of JrDevUtilities ShowGACTexture to just ShowTexture for compatability with other JrDevAssets
-Fixed an error in GAC_UIController when trying to build using UNITY_EDITOR only scripts compiles
-Fixed an error introduced in 1.9.2 that prevented the Use As Starter button from working properly
Version 1.9.2 4/21/16
-Added Rewired Support
-Added a 0.5s buffer for Sequence Activator triggering making it easier to trigger sequence activators
-Added the option to choose initially to use child objects as the animation root for GAC to retrieve animations from
-Changed the required direction range to be smaller at 0.1 to trigger joystick/dpad direction recognition easier
-Changed the names of the Playmaker and uScript Actions and Nodes so they don’t clash if in same project
-Fixed error in the Input Response Debug that prevented the GUI from updating unless selected
-Fixed a few Legacy Animation bugs that were missed in the previous version
-Fixed the OwnerDefault bugs with the Playmaker Actions
-Fixed a bug to catch if Activator animation index goes out of range
-Fixed a bug to catch if Starter popup index goes out of range
-Fixed a bug that had the animations reference prepopulated before adding from the animation slots, which broke activator setups
-Other small bugs and fixes
[/Quote]
FAQS
Known Bugs
Feedback is always appreciated, let me know what you think!
Sorry for the announcement of GAC and the long wait of release. After the announcement, I thought up a really good feature to add to GAC so I decided to hold off release until it’s ready. This feature will allow you too see possible combos that can be done based on your setup of animations. Unfortunately, the feature is taking longer than I thought (I actually thought it would be easy to implement). I am closer to finishing up and just wanted to let anyone that is interested in GAC know this.
Yep, the project is not dead if anyone is thinking because of lack of updates. The feature that I delayed the release for has been added but I am currently trying to work out the bugs and the performance of the asset. I will be looking to do a beta on it later too to make sure the kinks are worked out.
OK guys, I am a week away from finishing the asset, but I need your input. Should I leave it up to the developer to have as much animations in a combo or should I limit the amount of animations that can be combined to create a combo? If I should limit, what would the best limit be, 30 animations? 40? 50? Let me know please.
I will start posting pics in a few days of the redone/redesigned GAC System. After finishing, give me atleast a week to get promotional materials and guide done. Look forward to more info this week.
So excited!
Personally, I wouldn’t need that many, but other devs might. Killer Instinct has massive combos if I remember, and some games like Tekken had the occasional infinite, so if we look at the history of fighting games as a whole, there’s a solid argument for an open-ended system.
Is there a case to be made for limits? I think it’s up to you, as it’s your tech.
Do you have your own pros/cons from that side of things?
I don’t even realize why I am asking this, since yes you are correct about the combos being pretty long in fighting games. It’s decided then I will leave it up to the developers. Thanks for the input!
So I am still testing out the asset and finding small bugs and squashing them just to make sure the quality of the asset is good with little to no bugs for launch. Look forward to an Overview video later this week (tomorrow?). Launch is drawing close.
So submitting to Unity got pushed back to Monday so I will be polishing up more over this weekend. I’ve updated to OP with launch features and planned upcoming stuff. Let me know if you have a request. I’m going to upload the overview video tomorrow too.
It all depends. My first assets I submitted showed up within a day or two but I’ve been reading some stuff takes up to a week or even more if Unity has a problem with the asset.
Here is the Overview Video, posting this from my phone cause my MacBook has charger problems smh. I haven’t sent the asset to Unity yet either because stuff came up yesterday and I couldn’t get to work on the documentation. I will finish the docs tonite though and see if I can upload the asset after I borrow my GF MacBook charger. So sit tight and watch the video for what the GAC System has to offer. Thanks.
So GAC has been accepted by Unity and is now on the asset store for the launch price of $30; 25% off so grab now before sale is over, check the OP for the link. I also want to let you guys know that I have DFGUI support working and I will be updating soon. The next thing on roadmap is Mecanim support!
Also tutorial videos will be uploaded within 24 hours.
Thanks,
Yes, the move section of the animation setup does just that. I omitted that part from the overview video but I will be explaining this in the tutorial videos.
KidSicarus sorry I missed your post, but I’ve never used RageTools. The system works with unity animations, so as long as your animation is saved as a unity animation and added to the gameobject it should work…I will look into this for you though, give me some time.