Realistic FPS Prefab [RELEASED]

FPS_Main / FPS Player isn’t a persistent singleton. Each scene should have its own instance, and each instance’s FPS Player should have an FPS Player Saver.

As long as there isn’t another saver on FPS Player, it will use the GameObject name (“FPS Player”) as the key, so that’s fine. If you add another saver component, then you’ll want to specify keys.

Yup, the evaluation version has the same prefab. Good thinking.

FPS_Main / FPS Player isn’t a persistent singleton. Each scene should have its own instance, and each instance’s FPS Player should have an FPS Player Saver.

Ahhhh I bet this is the culprit! I only have it on the first one. oddly enough it does save the game where I left off though… You 'd man!

With the changes made to Unity, you can’t delete assets within a prefab unless you open the prefab. I just wanted to know how this would change our ability to create our own custom weapons in RFPS.

Not sure. I’m on unity 2018 and not sure I’ve noticed that behavior.

How do u set up a sword and a shield?

Which version of 2018?

For anyone still using rfps 1.2.3 can you help me on how to change the health system to glitch the screen out more and more the more damage taken similar to this?

If you can help please message me or something, I may be able to pay for help.

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… our advice here is that: every deprecated asset on the store, you (as the purchasers) are still able to download in your store dashboard, for your own uses, any time later, so you can always go back to it that way, if you need, at any time. That’s one good thing to know, as we can see that many people don’t know it. That last version is the last official one, even if is deprecated, and is available that way, for the future, and so far - Unity keeps all those deprecated versions on the store without removing them, which is well done on their part, so: "deprecated’ means only: unsupported currently and does not mean copyright free, and does not mean unavailable, and does not mean any harmful ideas that people with no brain or asset flippers, or negative minded people can imagine or suggest either, but is still and permanently available - that way, for all who purchased it, and is still the valid and last updated, and last official version, for every deprecated asset, that particular way. So, now - the such better understanding of what ‘deprecated’ means will also help to stop spreading negative agendas around community, which does not help, and we should all stay away from, since Unity (always was, always will) is a - community first. If the asset has a good quality and (quality) community members, as we have here, it can practically live forever, no matter the dev’s input or not, and this is what we have here, and we would like to keep it that way, for the future and the returning users, always with something nice to contribute here, about the asset uses. That is the main signature of the members here so far, and we have it argumented for long enough, as well, so we will keep our input - to stay always constructive (and active), which we also advise to everyone here, same as well. The only quality is (and it should be) in the quality of the members and not much of any particular asset itself that much :).

… disagree … Unity should not remove deprecated assets form the servers, it’s very important they stay available for the later uses of the purchasers, and the community itself. What you are suggesting here is not constructive, so please stay away form spreading such, or any negative ideas around this forum, where we (for the difference from the other forums around) do not welcome such negative agendas. The only quality is (and it should be) in the quality of the members and not much of any particular asset itself, thanks for your understanding.

It is perfectly acceptable to disagree, thats what mature and sensible human beings can do. However do not instruct people to stay away from voicing their opinions because you disagree with it. Make your case for why you believe that persons opinion is wrong and engage them in a conversation. I have no agenda, I am a consumer with an opinion.

If you have purchased an asset you still have it available to download even if its deprecated. So what you have said is not technically correct. My suggestion only stops new people purchasing an asset which would prevent them from downloading an asset which is not supported.

Someone who purchased an asset and received active customer support pays the same price as someone who purchases an asset and does not receive customer support is not acceptable. This is not directed only at this asset but any asset that no longer has the resources or capacity to support its product.

I had been contacted by people to ask me if this asset was dead long before it was deprecated. People saying that they didnt get replies from the developers and if it was being updated.

Having the community support in place of the official support is nice of the community but should not replace a developers obligation to support an asset.

Assets are not required to be constantly updated by a developer, if a developer releases an asset which they feel is feature complete then that is perfectly acceptable, even if they wish to not update the asset to support never versions of unity. Stating clearly that it is only compatible with versions, X, Y or Z. Bugs in those officially supported versions do need to be resolved however if they are preventing the core functionality of working. Again, not directed at this asset, but thats for products in general.

Now if an asset is feature complete, bug free but still does not provide customer support then it should be deprecated.
Again, to be clear, if you purchased the asset and its deprecated you can still download it from your unity account

I honestly have no idea what this means.

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I don’t know what it means either. I’m certainly not dishing out any bans. People are perfectly within their rights to complain (if it is constructive, polite and they don’t keep on doing so). Make the points, move on etc.

Depreciated assets are a normal part of life on the asset store though. And from any business. I’m sure people invested in mixamo at one point.

However I strongly recommend any depreciated assets be moved to pure open source: the author should not worry about people being pissed off if they bought it: I bought textmesh pro and now it’s part of Unity. Heck, I recommended it be part of Unity. And I paid for it.

Sometimes we pay to make something better for all of us, not just ourselves.

But I’m rambling: If an asset is depreciated, I strongly recommend github + open source like Ceto did. Why? because even though people who DID pay for it… will get community support rather than nothing at all :slight_smile:

Winner, right?

edit: made a proper post about it: Make your assets open source when you deprecate them!

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Agree. There are so many decent assets with huge followings that could take the reins and continue its development.

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Heck Hippocoder mate, why you bring out the B* word??? :slight_smile:

My asset collection is about 30% deprecated assets at this point I think, I can still get them all to download though which is what I love about the Unity account area. I dont have to worry about having a local copy saved on my PC.

I agree about moving to open source, if the dev has no intention of bringing the asset back and updating it. However not sure many would want to do that because I bet deep down many devs think that one day they will return to their assets.

Quite a few devs told me how they were deprecated by error automatically by Unity, for example having JS code when they dont have any. So no idea how many assets were deprecated and the devs are AFK without know it.

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Hey there. I sue the sword and shield in my games. it should be setup automatically. Do you ahve more info on your problem?

So sword and shield and katana are already available as weapon choices. There are some tutorials on how to replace weapons sets floating around the forum. The real kicker on swapping out weapons, is that you have to jump into blender or 3d studio of softimage and make sure the animations are all correct then reimport into Unity as .fbx

On the early versions of RFPS is you could just swap out the weapon model, but now I think you have to rig up whole new animations and anchor points. I actually have to swap out some weapons/swords, but have not gotten around to it yet. maybe I’ll start and see if I can’t figure it out.

2018.16f1

Does RFPS still work in 2018.3.6 ?

Yes, I have it running in 2018.3.8

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Awesome! Thanks a bunch… :stuck_out_tongue:

@Weblox and @TonyLi Hey thanks a lot the boss now has its health bar. The boss fight starts at 2:00 this is also a small update to my game.

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Somewhere there is a “cast shadow on eapon” checkbox… Kinda forget where at the moment, but I know I’ve seen it buried deep int he hiarchy.