Universal Fighting Engine (UFE 2) is a set of tools and framework designed to develop 2D, 2.5D and 3D fighting games using a variety of custom easy-to-use Unity editors.
The biggest additions to the toolkit on version 2 is the native netcode with deterministic physics (designed to run online matches in a smooth lag-free environment) support for 2D animations and a brand new mode that allows for 3D gameplay (similar to Tekken, Soul Calibur and Dead or Alive).
Party mode (more than 2 players at once - WIP - Available in the repository)
This version was specially developed with backwards compatibility in mind. You can follow a 4 easy step procedure to have your project converted from 1.x to 2 in no time.
You can upgrade to any higher tier of the product by just paying the difference. Ex: If you buy UFE 2 Lite, you can later update to UFE 2 Basic by just paying $40.
UFE 2 Lite comes with 4 characters and UFE 2 Basic comes with 5.
Upgrade discounts are automatically applied on the Asset Store.
If you bought your UFE 1.x addons (Fuzzy or P2P Network) separately, email/PM so I can consider you for the next upgrade tier.
Those who purchased UFE 1.x Source can download UFE 2 Standard for free.
Patreon Tier 4+ have access to the repository with several WIP features such as “Platform Fighter” and support for 4+ players gameplay (You must own UFE 2 Source).
Ever though about doing online lobbies, Or how about something similar to tekken 7 were your in training room and being able to practice while it search of opponent, to give user something to do? Would that be a challenge to add in. thanks in advance.
Thanks for the advice. I do like the idea of auto-searching while you are playing offline.
Some of the lobby work will be included under “Editor interface for cloud services to store user data”, but its hard to say how much I will be able to offer in terms of interface and templates. Lobbies can vary quite a lot from game to game, and Photon Unity Networking already offers plenty of demos.
Thx for heads up. By the way, I think auto searching would be easier and cleaner for now, anyway could add it to add it as a official feature?, or give us some advice or guild on how to add it? It doesnt sound like it would be to hard to add, but maybe I’m wrong. Thx.
In the old UFE (1.x versions), I was able to get “auto-searching” working through a button in the pause menu, but those versions only supported direct IP connection, not automated matchmaking. Meaning if a player knew your IP, they could connect to you while you’re playing an offline mode. It wasn’t hard to add, and possibly won’t be hard to add in 2.0, but adding some polish (e.g matching by player skill, having a menu for more options on it), may need some more time.
I cant complete payment, tried on two browsers and mobile, can anyone else confirm if they’re having an issue?
for me, the page freezes after logging in to Paypal, no error message appears.
I do have some serious questions in regards to UFE 2:
I have been working on a game and grew frustrated because I would use Advanced GI and at runtime I would lose it all (kinda sucks). My question is could I somehow set up UFE where I can use the Unity scene files (like every other game) as levels so I can keep ALL of my lighting info?
And another thing that always bothered me is how touchy the physics are when you model your level based on real world scale and everything feels heavy as hell. I’m primarily a CG artist, and I always model everything in the real world, relative to human height. Have you made changes that would allow the physics to be scalable to real world scale? Things like cloth sim and baking light map get very wonky when you scale up your levels to ridiculous sizes…
Other than that, I am glad this is now available and with a better pricing model. I was kinda hoping you would integrate Unity Timeline for doing the game cutscenes (I will be honest with you, the way cutscenes were done in UFE 1 was very clunky and I hated doing them). And also doing combos was very painful and I hope you have added additional ways to do combo like a blend tree to do the combos (Reference how Mecanim allows you to blend animation clips…)
That can be achieved by using some of the coding tools such as UFE.StartGame().
What you do is create your own UI scene and whenever you want to load the game, have a scene with UFE and a config file attached to a game object, and under Global → Debug Options, toggle “start game immediately”.
You will need a bit of code to set the characters and start the game. It’s not difficult, but if you need help try posting in the source code forum.
The units used are the default values provided by most models. You can set the desired physic values by tweaking gravity, mass, friction and forces applied (follow the links).
There is just so much I can provide in terms of cutscenes. At a certain point you will have to learn how to properly use Unity’s tools and match them with the events and triggers UFE provides.
Blend trees might be supported in the future, but in a different way. For what you are trying to achieve, I recommend sticking to a good combination of blending in/out values.