Hi, I’m a representative of Zodiac Alliance Digital Entertainment, (here on abbrev as ZADE).
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We are currently developing and updating this asset here.
In our next planned update, Platforming Motions and Control Codes will be included.
In Consideration:
Editor Base Unit Editing -
Currently, Unit setup is done via Unity Add Component.
We are considering making a Window Editor that will take care of a quick setup for you.
Please comment if you have any opinion on this.
Updated but not yet released features:
AI FrameWork - Player can change between Player Control and AI Control on the fly.
However, Actual AI Control Algorithm is not included.
From all of us I want to say - we need more any characters’ animations/motion systems, there are just few publishers who sell animations via Asset Store and it’s not enough.
Thanks for your work and good luck!
We have added an input Module that will switch between Player and AI input.
If you modify the codes, it is possible to Create different AI while using the exact same Motion Control Codes.
AI Algorithms is not planned to be included however.
We have now separated Actions Control into A Component per Action.
In the UnitControl_ActionManager, Making WillDo[Action Name] to true, will allow player to attach that Action Component on Start().
The reason we take this approach, is because we know that not everyone will want to use every Actions that we provided.
Thus, to make thing manageable, we decided that it will be more practical for you to add the motions that you wanted to use yourself.
When we will create Editor, we will refactor out attach Action Component into the Editor instead.
I would assume they mean a window editor in Unity like how ragdolls are setup.
This looks interesting. It looks like you are following much better code practices than other “character controllers” on the asset store. Any plans to include melee attacks? To do them properly (accurate hit boxes and only active during right part of the attack) to me required either curves or animation timers for every animation and both are fiddly and laborious to setup so I’d be interesting in seeing your method.
Before I explain on how we plan to design this, allow me to be honest in saying that we built this asset to be primarily use in our own Game.
As such, as far as logic and design go, we will focus on the designs that are being use for our own game.
In case of Melee, there are One-hand weapon (Sword, Mace, Axe, Want.,etc), Fist Weapon(Punch Kick), and Two-Handed weapon (Large Sword, etc)
Each weapon will be attached with Hit Area Collider.
Collider will be turn on with Curves control.
Pretty much the same logic is implemented in Range weapons to control when the Character can or cannot Shoot.
Since Curve is a Pro only feature, we included an alternative code that rely on checking which state the motion is in.
However, it is very hard to fine tune when compare to using Curves.
A minor update today,
With our initial release, the Camera require quite a bit of Manual Setup, and if things go wrong, it just doesn’t work.
We have streamline the process down to near Automation.
If the Scene doesn’t contain needed GameObjects during StartUp(),
The Codes will automatically check for them and create new ones as needed.
Currently, this will only happen if we press Play.
Once we create Editor, we will utilize one Click Setup to clear all of the hassle for you.
We have finished doing moving up Platform Motion.
Once we are done with falling and Jumping across Gap, we will update a new Webplayer sample before submitting an update release.
We have some update for you guys to try out,
unfortunately we have some serious issue with Jumping at the moment and will not be likely to release this until next week.
The Toggle is controlled by a single boolean.
When it became True, the Camera Transform will blend to what we call Aiming Camera Transform,
and back to Default Position when it became False;
If the meaning of FPS is having the camera place in front of your Character’s face,
all you really needed to do to turn this into a FPS, is to move that said Transform to the front of your Character.
Currently, the said boolean is mapped to RightClick Button,
If you wanted to make a pure FPS, simply edit the InputManager so that the boolean will become True all the time.
Let me Clarify this for you,
This Asset is originally and primarily developed to be use in our Game.
As such, we will prioritize on things that we need, depending on our own Game Design.
As far as voting go, our next release plan, after this one, will be Sword Attack Motions and Control.
And in accordance to EULA with Unity, any customer who brought the Package previously will automatically receive the update free of any extra charge.
As for Gathering and Crafting, we are not likely to make them for the following reasons,
They are not part of our Game Design
Following reason1, we do not have extra workforce to spend on them
Gathering and Crafting are very vague concepts, and we need specific Design to know what kind of Motions do we need and which type of Control we have to develop.
For example, Capcom’s Monster Hunter, Level5’s Fantasy Life, Gust’s Atelier Series, NaughtyDog’s Last of Us., etc
All have Gathering and Crafting as part of their core mechanic. But all of them have different Design to them.
However, if you can get enough voter to make us believe that many other people are going to need them.
Then YES, we will make it available for you.
Also, we planned to release the new update within a few week.
The current version have some issues, such as having a need to manually setup everything.
The next version will have close to complete automated setup as well as more streamlined workflow and fixed codes.
If you are not in a hurry, we suggest that you wait so that the workflow between 2 versions do not clash if you choose to update.