I finished the fix on the elements on scene system for the save system and most of the small tasks for general improvements, tweaks and fixes from feedback on the recent update, so, close to have that ready to keep working on the rest of 3.8:
In the meantime, here a fun test with the option on projectiles to break through objects:
I am going to also extend this to take into account armored surfaces, with options to recoil, block fully or partially, etc…
Finally, I wish you a happy christmas and that you have a great time with family and friends these days
I wish you a Merry Christmas and a Happy New Year 2025.
I improved the cutscene system, to allow to resume the player and stop the cutscene by input, by pressing a certain key.
Here with the camera returning smoothly to its ingame position:
Here with the camera returning at once to its ingame position:
I almost finished this new small update, which should be published in a few days. Very excited for what 2025 and to work on all the new content on GKC, along new documentation and tutorial videos.
I improved the remote system searcher, which allows to find on scene objects with the remote event system component attached, to call to events remotely, for objects without any dependency or prefab relation. So this allows to find these objects with a sphere raycast or by using find object function and filtering by ID or name
Here an example, triggering a list of remote event functions on the objects found on the scene by input
And here, that same search, but filtering by the remote event system name of the AI
You can see here how the inspector look for this, as there are 2 new fields to allow to locate any remote event system object on scene or one on specific, allowing more possibilities for how events signals can be sent from any object to another:
I almost finished this new small update, which should be published in a few days. Very excited for 2025 and to work on all the new content on GKC, along new documentation and tutorial videos.
A new model, a male version is on the works, as the character creator will have an option to select genre and to also select from different classes/preconfigured characters, to have different abilities, weapons, actions on start according to the type selected.
Sounds wonderful! " character creator will have an option to select genre and to also select from different classes/preconfigured characters, to have different abilities, weapons, actions on start according to the type selected. "
Besides making this much easier for all… new users will love this and hopefully leads to a bit less questions on how to make a certain type of " genre " To me, base starting points with minimal set up … ( camera … start weapons , ( what ever else you think is good ) , then one can add on modules as needed … like say many games will not use " anti gravity " … but if your game is in space then that would be one of the first options, i’d think.
I configured by default the option on fire weapons to use a different animation for reload on first person with FBA, so the player can use different animations for reload on third or first person, so the one on first person can be customized to look better on that view
I have planned to add a couple more of aspects on fire weapons on FBA view, for the reload and draw/holster, to make them smoother and better. Any suggestion in that aspect on fire weapons?
Here a view of the animator, as on third person, the animations for reload are only on the arms layer.
I keep working to finish the last tasks on the small update, almost there. In the meantime, I am revisiting some integrations with external vehicle controllers, as some of them have new functions to pause/resume their input:
I will recheck RCC, SCK, MCK, NWH and some other that I am forgetting, let me know if there is any other to check, and multiversal vehicle controller will be integrated too.
Almost done with the update, which will be a small one compared to others but it has many general improvements, lot of small tweaks and minor fixes (most done internally on the code) as the quality on the asset is very important for me
After this, I will resume the work on tutorial videos and adding new content to the doc.
Between the tweaks/fixes that I am doing, I noticed that due to some changes that unity did on physics and triggers, the puzzle toy example needed a fix to properly detect trigger enter/exit functions. So that is properly handled now, to have small puzzles based on physics to put stuff or have a jenga kind of thing haha.