Thanks so much My only other thought would be maybe being able to use on trigger enter for doors and
maybe merchants, since one would assume you would want to buy/sell when going to a merchant.
I have been making more tests and improvements on the animation management system for weapons on first person, including testing some other weapons (I have configured about 15 different weapons for testing, and more tests and improvements and tweaks will be applied):
yxx9ma
Yes, there are many examples of doors, including those which are opened/closed automatically when the player enters/exits from its trigger, as you can configure how the door interaction works, with button, trigger, events, input, shooting at them, etcâŚ
In terms of the save system. It says in the upcoming update 3.03 it will be able to have an improved save system. With the current save system does it have the ability to store just the player location data and nothing else at the moment? Iâm hoping to set up a metroidvania esk saving system like metroid prime for my game if possible.
Yes, the current save system stores info about the player and camera location/rotation on the scene, a capture of the main camera, basi info of the date, time played, etc⌠and all the important info about the player, including stats, skills, inventory, missions, dialogues, vendor, experience, etcâŚ
The improvements mentioned for 3.03 are related to save the info related to the scene it self, for example, dead AI or spawned AI, droped or picked pickups, unlocked or locked doors or devices, places where inventory objects were used, etcâŚ
So that is mostly the only info left to be added to the main save system and which will be included during 3.03 update. Along with it, I want to also include some components which can be attached to any object to store and load basic info about any of them along with options for events according to the info loading on each object, to allow as much customization as possible.
The save system was also improved on the last update, to make it easier to extend and add new info through code.
Finally, another improvement is planned, to move the save system from using binary format to json. Let me know if you have any other question or doubt related to this or any other element of GKC
Good day of work, checking some stuff, applying some fixes to minor bugs, some tweaks and keep working in finishing the new additions shown so far. I have been also improving the locked camera system related to the lock-on of targets and the way to manage the different types of camera controls in that view.
I want to make a demo taking inspiration from tunic, with an isometric view and melee combat, here just a little preview (the model is from an asset called Elijah made by @AndiRutz , who is a very talented artist and who I will make some collaborations in future demo scenes too):
What type of mechanics/controls would include? It would be useful to have a list of those elements, to know which is already added and what could be added/improved for the rest.
In terms of moves:
Sliding down a sloped surface.
Double jump
The ability to jump onto of enemies.
Body slam.
The ability to kill enemies with a body slam (some enemies can only be killed this way)
Triple jump.
Punching/combo
Long jump.
Wall jump.
Wall slide (while on a wall you can just slide down instead of jumping off of it)
While jumping in the air you can do an attack to achieve great height or distance like a forward pounce.
When you jump at a wall you run up it slightly then begin to slide down. And you have the ability to jump off of it if you want.
Ledge grabbing.
Basically something like this in terms of a moveset.
When touch a poisonous or fire hazard. You can be pushed back into the air while receiving damage.
in terms of platform obstacles in the landscape. Something like this.
I used to work in unreal but my computer has a bit of trouble with handling it. So Iâm using unity now (runs a hell of a lot smoother).
In terms of collectibles. Something akin to this.
Any of these would be good thanks. Iâm making a retro survival horror with the game kit controller at the moment (still learning mostly). Having a blast with it. For someone who comes only from a 3d/animation background your asset is a godsend. Really helping me out
Thanks for the list of elements, it will be useful when working on the elements that are not presetn yet on the asset
What is currently present already from that list are the next:
Double jump
Triple jump
Punching/combo
Ledge grabbing
And for the videos, I have pending to play a hat in time, but I want to give a try very soon, to get also some ideas and see how controls and movement feel, in order to achieve something similar
Also, thanks for your kind words, it is much appreciated to hear that and very happy you are having a good time with the asset
I have been also playing and testing a little of rayfire asset, as an integration with it is planned and here some initial results, with the results working out of the box:
xq6rru
This is rayfire asset for anyone who hasnât seen it yet:
Having fluctuating lag/fps with empty project and GKC with latest version. Anyone have similar issues? also still using 2019.2.2. fast or fantastic graphic settings doesnât matter, usually 15 to 75 fps
That is strange, I used to get around 150 by default. In the game manager component, check that the limit fps option is configured as you need, as by default is configured as 120 fps limit, but you can change that or disable that limit.
Also, check if maybe the profiler is active, as that reduces the amount of fps too.
Some custom editor are large in GKC, including some like player controller component or player input manager component, as unity adds some slow down when a big custom editor component is expanded, so you can either collapse it or select other object on the scene just for the play mode on the editor.
Finally, something that I have noticed is that having the view game and scene windows in separated parts of the editor can slow the fps (I think this could be related to show gizmo option, something I will check), but this can be solved by just dropping any of both windows into the other, so only one of them is opened at the same time (this just during play mode), here:
Of course, nothing of this affect to build and in the editor will have a good performance as well after checking these elements. I can make a remote session with you to take a better look, as there could be maybe some issue in your case. Let me know if you try the above.
Have you thought about modifying the AI to make an option that uses the power of the âML agentsâ package?
That is, to create a way to create a dynamic AI that can learn to fight, cooperate, move, search etc. with machine learning? as in âHello neighborâ or just to give the game devs the means to perfect an IA until its dynamic enough to make great AIs in a game.
I donât know much about programming but this is seen to be able to speed up your work with AI and also make things a bit more interesting.
Happy to hear that. Like I said, I can make a remote session to take a better look at it. Send me a PM here on the forum in that case, I will be glad to help
Yes, I am very curious to try the machine learning AI, see how it works and adding that kind of elements into GKC as well, as I havenât had the time yet to give a try to the unity examples.
I would like to take a look at it at the start of 4.0 updates. Thanks for reminder me about it
When I read this I laughed ⌠because it reminded me of when I was testing GKC last year and getting some really strange results. It turned out to be hardware thermal throttling due to an abundance of cat hair in my CPU cooler.
Thatâll do it⌠I wish mine was that simple, Win10Pro, Water cooled Ryzen, 32gb mem, 2080rtx. Ill just keep at it. Profiler doesnt give me any clues either. going to try barebones/safe mode style
Hey, Iâm not using GKC right now but I also have this problem, and have done for several years whilst working on my game. I am on Unity 2018.3 still. So, I do not think it is GKC as I donât even have it in my project. Profiler tells me nothing. Unity just seems to to struggle after itâs been running for more than a half hour for some reason, no matter the scene, settings etc. Very odd.
Here an early example of how the weapons are configured to use animations in first person once a new weapon is added:
u4zqc0
Of course, this process will be simplified and automatized as much as possible, so it can be very quick and simple. Also, here a look to use multiple weapons in that view, including a melee action for the weapon, with a knife attack:
gwlq90
@3DWizerd@Deckard_89 yes, I have seen the same unity content having different performances in different versions of unity, so the best way is to make some tests trying a copy of the project in different unity version, and see the results.
@3DWizerd like I said, I can make a remote session with you to take a better view
Thanks for the suggestions and the kind words @MAVG , it is much appreciated Allow me to take a better view on your list and telling my thoughts about it asap