Ultimate Selector [Old Character Selector +]

Hi guys I’m working on a huge update of the Character Selector+, and this update has made me re-brand the asset to Ultimate Selector since is no longer just a character selector , it can b used on many Selection Systems so here is what i have so far:

Documentation

this is the link for the Selector
https://www.assetstore.unity3d.com/en/#!/content/55454?aid=1100lHT6

This thread is created to support all Ultimate Selector users…

Cheers
Malbers!

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Amazing update!!! good work

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We already have the abandoned project, Horse Animset Pro

How come? do you abandon it why?

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Horse Animset Pro wasn’t abandoned. v3 is a paid upgrade. If you choose not to upgrade, you will see deprecated in your assets for v2, but that is your choice… @Malbers put a lot of time and cool updates in v3. In my opinion, the upgrade price is low compared to the amount of work that went into v3. It is definitely NOT abandoned. :slight_smile:

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no no. I wonder if this abandoned Horse Animset Pro v3, because as trello is not updated and I see a new asset, I ask.

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Nope… This is different asset all together. :slight_smile: Sorry I misunderstood what you were saying. Horse Animset Pro still has the same thread. I don’t think @Malbers did a new forum thread for v3. :slight_smile:

I’m taking care of the other assets I had a bit behind, like the old selector.
I’m upgrading the Animal script with the next poly art animal which the horses uses too(increasing performance and adding more AI functions to work better with nav mesh agents) , next I’m going to update the little dragons while working on the big dragon and then go back to the horse…

I need to take care all my assets and they keep growing an I’m just one person (my college just model and texturize the new creatures I do everything else)

I hope you understand.

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Hi Malbers

I love this asset - and the new update looks amazingly useful - thanks for all the hard work! I wanted to use this in a mobile situation, so was wondering how I link the open/close selector to a button instead of a key press? Also I want to make sure I can drag the objects in the selector and then tap on them to select and spawn - rather than using the Left and Right Mouse clicks. Do you have a sample scene for that? Or can you tell me what settings I need?

Thanks for the help.

Hi there Stuart! thanks so much for your kind words

Im using Unity Event system … so all mouse stuffs are working as touch/swipe on mobile.

to Close the Selector and open it with a button you just need to create a button and connect the OnClick Event to the function ToogleSelector() of the Selector manager:

I commented all the public functions on the Manager, Editor, Controller, and items selector that you can use with Unity Events like the ones with OnClick on the buttons :slight_smile:

In most of the scene samples you can drag/swipe with the mouse/touch and select with click/touch…

if you want to create Buttons arrows for mobile you can connect those buttons to these Functions on the Selector Controller: SelectNextItem(bool) true = Next, false= before

if you want to close the selector when you select something you can do this:
on the Selector manager, using the OnSelected event: Enable Selector on false
3196582--244209--upload_2017-8-25_10-15-21.png

that will close the selector as soon as you select something.

Hope that helps…

I have pending update the Documentation and make tutorials for this assets :wink:

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Hi @Malbers ,
Nice asset, been using it since Character Selector+ .
Nevertheless, with the update to Ultimate Selector, I notice that it somehow has hog up the RAM usage.

  • the memory just keep piling up, if I were to let the demo scene running, it would eventually eat up all my PC RAM.
    my PC spec & Unity ver :-
  • Unity3D 2017.1.0f3
  • PC spec :- Window10 64-bit, 16G Ram.

I imported the asset Ultimate Selector into a new project, and just run the demo scene.

  • Open the Task Manager, and watch the Memory usage.
  • Stop the Scene, then play it again. Do it a few times, and you can see the memory doesn’t clear, it just keep piling-up.
  • You can observe clearly that the memory usage just keep hogging up.
  • You can also just let the demo scene plays continuously, the result is the same, memory just keep piling-up.
  • In the attached screenshot, the memory usage already goes >5G , I had to stop it before it kill the PC .
  • If I were to just let the scene continue playing, it would eventually it goes over 10G+ of memory usage, which makes the PC usable ( near ‘death’, non-responsive ) , will have to terminate the process manually.

Note :-

Thanks
James

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thanks so much for reporting this up… I will check it out and I’ll let you know

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Hi,
Appreciate your kind note. Wondering if there is any news/progress ?

Thx
James

I found out is a bug from unity;

Disabling the Entirely UI the memory leak goes away… it happens only on unity 2017,
I use 5.5.1 for all the assets and in this version it doesn’t leak memory.

I already reported it.

https://issuetracker.unity3d.com/issues/memory-leak-appears-when-entering-play-mode-with-two-cameras-and-ui-element

https://discussions.unity.com/t/597241

Hi,
Thanks.
hmm…

–>> dated 2015 ??

–>> dated 2016 ?

hmm…

I already reported the bug
the thing is that I use one extra camera for the selector and the error happens when there’s 2 cameras and and UI canvas.
Im already working on some different solution. because the error doesn’t show on unity 5.5.2 which is the one I use to upload the assets.

I receive this @LoDx :

Hello,

We have fixed this problem and it should not appear in version 2017.2.0f1 (https://unity3d.com/unity/beta/unity2017.2.0f1).
If you are still able to reproduce it on the latest version of Unity, please respond to this email.

We highly appreciate your contribution. If you have further questions, feel free to contact us.

Regards,
Lina
Unity QA

Hi @Malbers ,
I just tried it with 2017.2.0f1 . same occurrence.

Specifically, the memory usage issue happens only on these demo scenes :-

  1. Characters Front
  2. Characters Grid
  3. Characters Right Radial

Note :- the other demo scenes doesn’t encounter the memory issue.

To reproduce :-

  • fresh import of Ultimate Selector assetpackage
  • Open any of these demo scene :-
  1. Characters Front
  2. Characters Grid
  3. Characters Right Radial
    Let it run ( or play/stop & play/stop…etc , you will see the memory usage keep pilling up.)

From the observations, as the memory issue occurs only on the above 3 demo scenes, I ‘think’ the ‘bug’ probably not on unity side, it might be hidden in the asset’s code.

  • Example :- this demo scene ( Chest Circular Animations ) use 2 camera too, but doesn’t have the memory pilling up issue.

Just my observations.
Thanks
James

Thank so much James
If is only on the characters demos then it should be something to do with the characters then,

I will keep testing it out

Thanks

Hey Malbers, great asset love it! Im having a issue setting up the in game data as in linking my coin system to the asset (using playerprefs for saving) and dont understand how I will spawn the selected player after selecting. Is there a tutorial for the asset, I read the doc but didn’t help my issue.

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