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GAC-Great Animation Combos System for Unity 2D/3D (GAC ACCESS IS HERE)

Discussion in 'Assets and Asset Store' started by crafTDev, Jul 30, 2013.

  1. Steviebops

    Steviebops

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    What do you need to use the hit detection? I can't seem to get it working.

    I have followed all the steps.
     
  2. crafTDev

    crafTDev

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    Hey Steviebops, what is the name of the script you have attached to the Game Object you want to affect with hits?
     
  3. Steviebops

    Steviebops

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    I have the Target Tracker, and an addition to an existing script to handle the event

    Code (csharp):
    1. if (GAC.TargetHit(gameObject))
    2.         {
    3.             HitHeadLeft();
    4.             Debug.Log("HIT");
    5.         }
    The HitHead method triggers an animation.
     
  4. crafTDev

    crafTDev

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    Does the Game Object you want to affect have a layer? And did you set the animation attack to affect that layer in the 'Affect Layer' section? Btw you can use the Debug Mode to log if hits are registered just so you know.
     
    Last edited: Apr 24, 2014
  5. Steviebops

    Steviebops

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    I have my characters set to 'Default' layer, and the animations set to affect 'Everything'.

    The debug mode wasn't registering the hits, that's why I added the Debug.Log bit, just to test.
     
  6. Steviebops

    Steviebops

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    Aha! It's the layers, I separated the characters into unique layers, and selected the animation to affect only that, and it works.

    I had to create a two layer system, Player 2 , Player 2, or the player character can affect itself.
    Can the code be modified so the animation can't affect the object it's attached to?
     
  7. crafTDev

    crafTDev

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    Sure, glad you solved and I will add that to the new update 1.3 that I am finishing up to submit today.

    Thanks,
    jrDev
     
  8. crafTDev

    crafTDev

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    Lots of stuff coming in 1.3!

    Version 1.3
    -Added a new Delay Combo feature to link into animations when input event is delayed
    -Added an 'Activator' button for GACPAC that list the activators that are used to call this starter
    -Added access to some API calls: AddTarget(), RemoveTarget(), IsPlaying(), ArePlaying() and AnimationPlaying()
    -Changed the Animation Setup layout for better organization
    -Changed the '+' button to now only show on the last index when an animation is set in the Combo Setup Menu; the new 'D' button for v1.3 is used to add a delayed animation
    -Changed if 'Use Hit' is not checked, all hit detection options are disabled
    -GAC-PAC now gives the activator number for an animation in a combo in bottom left of animation box. With the new Delay Combo feature, a 'D' is now marked on
    bottom right of animation box for delayed animations
    -Fixed a GACPAC bug that doesnt change the animation box to green for the animation playing in the combo if Mecanim is being used
    -Fixed the gameObject from affecting itself if it has a layer with the same name the animation is supposed to affect

    Update will be submitted in just a few more hours.

    Thanks,
    jrDev
     
  9. crafTDev

    crafTDev

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    GAC 1.3 is up on Sellfy and has been submitted to Asset Store so will be available on Asset Store soon!

    Thanks,
    jrDev
     
  10. crafTDev

    crafTDev

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    GAC Demo updated to include a simple delayed animation combo (Combo 5). Plus I have a hotfix for crossfading bug being submitted in just a few minutes.

    Thanks,
    jrDev
     
  11. crafTDev

    crafTDev

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    Hotfix sent!

    Thanks,
    jrDev
     
  12. crafTDev

    crafTDev

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    Hey all,

    So I'm currently working on what I call Synchro-Activators; basically multiple buttons being pressed at once to use as an activator (A+B at the same time). I'm sure a few of you need it so it's coming in 1.4 update with a possible playmaker support! :)

    Thanks,
    jrDev
     
  13. kurotatsu

    kurotatsu

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    Any chance of getting you to add or send your Hit.cs to the asset. I love the turn and look/knockback feature in it(If not it's ok I'll copy it from the video, just would save me some time.).

    Send it in a PM, if you've the time, I'd appreciate it.

    I'm putting together a video featuring your system and a couple other assets I'm using in my game. I'll post it here for ya once I get a couple more Items implemented.:D

    Thanks for your time.

    Kuro.
     
  14. crafTDev

    crafTDev

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    Sure, why not. I really love to see what my assets helps with.

    Check your PM.

    Thanks,
    jrDev
     
  15. crafTDev

    crafTDev

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    I really appreciate that review!

    Thanks,
    jrDev
     
  16. crafTDev

    crafTDev

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    Aaaand grab your update 1.3 Asset Store peeps! :)

    Thanks,
    jrDev
     
  17. Steviebops

    Steviebops

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    Thanks for the update, great stuff, although im having some trouble, the crossfading works well with the combos, but it doesn't seem to work with my Idle animation, that's the default animation state my character goes to when the attack has finished.
    There's quite a sudden transition instead of a fade.
     
  18. crafTDev

    crafTDev

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    Hey Steviebops,

    I'm not at my computer right now, I took a 2 day vacation, but I can try to help until I get back home later today. Are you using Legacy or Mecanim?

    Thanks,
    jrDev
     
  19. Steviebops

    Steviebops

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    Legacy. There's no rush, sure everyone should have a weekend :)
     
  20. crafTDev

    crafTDev

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    This one is a shot in the dark but are you doing Animation.Play("idle") or Animation.Crossfade("idle")?

    Thanks,
    jrDev
     
  21. Steviebops

    Steviebops

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    Im using Crossfade. The Idle animation fades properly with my walking animation, just not with the GAC ones.
     
  22. crafTDev

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    Ok I'll take a look at it later and reply back.

    Thanks,
    jrDev
     
  23. crafTDev

    crafTDev

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    Hey Steviebops, I've found one small error on my part; the first animation (starter animation) is missing code for cross fading so I fixed that for now and will send update shortly.

    But the main thing right now is make sure your non GAC animations are on a lower animation layer.
    Let me know if that works for you.

    Thanks,
    jrDev
     
  24. crafTDev

    crafTDev

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    First phase of Synchro-Activators (eg. A+B at same time for a specific activator number) have been completed, it works great! and I am now working on cleaning up the code and finishing the feature set, then I will move on to adding playmaker support to round out version 1.4 update. Remember guys that I would appreciate if you post comments about your experience, bugs and leave reviews on the Asset Store too. :)

    Thanks,
    jrDev
     
  25. gshape

    gshape

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    Hi jrDev,

    Just purchase this asset and so far like it! I am trying to replace my own combo system with GAC in my top-down action game. It works quite well so far! Thanks.
    One quick question, say if I want to play a sound or spawn a visual effect by calling a method of a script attached to the body for a combo animation, how to please?

    By the way, since my enemies have rigidbody (i need physics for gravity and some collision detection) and don't use CharacterController, I can't use the hit detection of GAC because it requires CharacterController. Any workaround for this?

    Thanks!
    gshape
     
  26. crafTDev

    crafTDev

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    Hello gshape,

    First, thanks for your purchase!

    So you want to play a sound when the GAC animation plays and call a visual effect? You can use GAC.IsPlaying(AnimName) or GAC.ArePlaying from the API Docs to check when a specific animation plays or generally when any GAC animation is playing. Funny enough, I am about to post a video for version 1.3 but forgot to include the new API scripts. I will make another one that shows off the API updates. Check the API docs for more information and if confused let me know.

    Also for your own collision detection, you can put a collider on your weapon (if you are using a weapon) then use OnTriggerEnter to do what you want with it.

    I have an advanced hit detection planned for GAC on the roadmap, but you would have to wait a little longer while I finish up the other items on the list. Let me know if you have any other questions.

    Thanks, jrDev
     
  27. crafTDev

    crafTDev

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    Hey guys,

    Here is a new video that shows off the new updates in Version 1.3 of GAC which Delayed Animations feature is part of.
    [video=youtube_share;joCBshbCaCo]http://youtu.be/joCBshbCaCo

    And as I said above to gshape, I will post another video showing the new API updates that I forgot to include in this video.

    Thanks,
    jrDev
     
  28. gshape

    gshape

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    Thanks for your quick response, jrDev!

    Unfortunately, I found that I can't use GAC for my multiplayer project which use Photon Network because GAC seems can only control one character with GAC script attached. Say if I have 2 ~ 4 characters controlled by players, GAC will get the first GAC instance with FindObjectOfType(typeof(GAC)) and it becomes funny because player A presses attack button, it will trigger player B's character to attack now.

    Just to mention, GAC works very well in a single player mode and I enjoyed to create combos with GAC! I see a great potential of this asset and I really hope one day GAC can support Photon or networking.
    :)
     
  29. crafTDev

    crafTDev

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    Hello gshape,

    Sorry about the multiplayer capabilities of GAC, it was initially for single player games but more and more people have been asking for multiplayer. Here is what I can do. I can push back version 1.4 a little longer (probably to the end of the week) and try to get mutli support in with the other features for 1.4, or I can put that on the roadmap and get it in for version 1.5 (few weeks).

    Thanks,
    jrDev
     
  30. gshape

    gshape

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    Much appreciated for your support! Amazing! :D
    Looking forward to it! Many thanks.
     
  31. crafTDev

    crafTDev

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    Hey all,

    Brace yourselves for great news incoming. Version 1.4 of GAC is finally complete and is coming with a slew of awesome updates. First things first is the new Synchro-Activators which you can view in the image below. These activators make it EASY to setup inputs (Note DFGUI not supported for this yet) that you activate together Eg. Left Mouse Click + A button to play animation in the combo. See below:



    Also the big change to GAC is the removal of the Singleton. This essentially means you can now play animations on a specific gameobject - Create multiplayer games!

    And last but not least is Playmaker Support! GAC will now come with Playmaker Actions for those that want to play that way.

    The update will launch next week. I have docs to update and marketing stuff to change. Will update with more! Hope you guys liked this update. :)

    Thanks,
    jrDev
     
  32. crafTDev

    crafTDev

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    And here we go, a new version is abound with really great features I'm sure a lot of you will appreciate:

    Version 1.4 5/13/14
    -Added Synchro-Activators to combine inputs from multiple sources to call a GAC animation for combos (E.G. A+S+D pressed simultaneously)
    -Added a new way GAC animation can be called, now you can use the new GAC.PlayAnimation(target, starter, activator) to play animation on a specific gameobject; essentially allowing Multiplayer Gameplay setups!
    -Added Playmaker support; GAC now comes packed with Playmaker actions
    -Fixed the missing code for crossfading starter animations
    -Fixed gizmo from showing if 'Use Hit' is disabled

    This is now on Sellfy and will be on Asset Store shortly.
    The demo has been updated to include Synchro-Activators too, check it out. I will also be creating a new demo to show of multiplayer gameplay later.

    Also there is a 20% I'm running for the launch of 1.4 on Sellfy. Let me know if you are interested in the discount code.

    Thanks,
    jrDev
     
    Last edited: May 13, 2014
  33. crafTDev

    crafTDev

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    Hey guys,

    I've sent a hotfix for activator inputs that locked up when pushed in version 1.4.

    Already on Sellfy and should be on Asset Store within 24 hours.

    Thanks,
    jrDev
     
  34. crafTDev

    crafTDev

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    GAC 1.4 is now on the Asset Store!

    Tutorial for latest update is forthcoming.

    Thanks,
    jrDev
     
  35. crafTDev

    crafTDev

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    Next up on the list will be Sequenced-Activators for version 1.5. So like pushing down-forward-down-A in sequence to play an animation. This will be ready in about a week! Thanks to all current and new supporters of GAC!

    Thanks,
    jrDev
     
  36. crafTDev

    crafTDev

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    Hey guys, here is an update. GAC 1.5 will launch next week with Sequence-Activators, plus I am adding DFGUI support for both Synchro-Activators and Sequence-Activators for this version too. Look forward to new videos probably by tomorrow, if not by the end of the week showing Playmaker support, API scripting and Synchro-Activators. Thanks for all the support, let me know if you need anything!

    Thanks,
    jrDev
     
  37. crafTDev

    crafTDev

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    Hey guys I'm back from mini weekend vacation and realized my Memorial Day sale hasn't launched yet...it was actually supposed to have started last Friday but looks like Unity delayed it when I merely sent them a Sale update. Anyway look forward to the sale launching in a few more hours I would hope, and I will push the sale through to next week. I promised some videos also, they are coming...

    Thanks,
    jrDev
     
  38. crafTDev

    crafTDev

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    Yup and there it goes, now on 50% sale, grab it and look forward to more great features coming!

    Thanks,
    jrDev
     
  39. crafTDev

    crafTDev

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    Hey guys,

    So I found a bug in the current version using Synchro-Activators in that for eg. I have 2 synchro-activators setup; 1 is A+S and 2 is A+S+D. This setup should naturally have the activator 2 override 1 but it works the opposite. Well it's fixed now so look for update in version 1.5.

    Thanks,
    jrDev
     
  40. crafTDev

    crafTDev

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    Hey guys, here are links to 2 new videos:

    API Scripting

    Playmaker -


    More to come. Don't forget the 50% sale will be over this week when Version 1.5 launches, so take advantage!

    Thanks,
    jrDev
     
  41. crafTDev

    crafTDev

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    Hey guys, I've extended the sale of GAC to next week while I work some kinks out for Synchro and Sequence activators to make them more responsive.

    I've noticed a bug in the recent demo too that has the punching bag not responding to hits, I will take a look at.

    Thanks,
    jrDev
     
  42. crafTDev

    crafTDev

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    Hey guys,

    Want a taste of what the sequence activators are like in the upcoming version 1.5? Well I've updated the demo with that plus new animations added like tornado kick and spin kick. The bug that I spoke of yesterday has been fixed too.

    Here is the demo link again http://bit.ly/1keCtFc

    Also I would like to welcome quite a few new users of GAC and I am happy to say this has been a successful sale. Thanks guys and let me know your thoughts. I would appreciate if anyone that found GAC helpful to atleast give it a rating in Asset Store.

    Thanks,
    jrDev
     
  43. crafTDev

    crafTDev

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    Hey guys, just a happy reminder that the sale is ending in 2 days; on Wednesday. I'm submitting the new version 1.5 tonite too! Thanks for a great sale again!

    Thanks,
    jrDev
     
  44. crafTDev

    crafTDev

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    New update 1.5 submitted to the asset store, which means time is ticking down for the sale ending guys.

    Thanks,
    jrDev
     
  45. crafTDev

    crafTDev

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    New update 1.5 is now on Asset Store! Will update the OP soon.

    The sale ended on Asset Store but extended till midnight Eastern on Sellfy! So grab if want on sale in last few hours!

    Thanks,
    jrDev
     
  46. kurotatsu

    kurotatsu

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    First I want to say thanks for creating this!!! It's a great asset.

    I'd like to see support for InControl inputs if that is possible:

    https://www.assetstore.unity3d.com/en/#!/content/14695

    It would allow me to continue to use GAC for a future console release.

    Thanks.

    (if making a special version is required, I'll supply my invoice number via p.m.)
     
  47. crafTDev

    crafTDev

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    Hey kurotatsu,

    I am happy to hear GAC has helped you so much, can't wait to see the project! Voicing your review here or on the Asset Store reviews (or doing both :)) makes me continue to do what I do.

    I will gladly add support for InControl, I didn't notice this Asset so thanks for letting me know. I would like to support as much thirdy party assets so people can use GAC however they want. So guys if you need support for something let me know and I will try my best to accomodate your requests. InControl is now on the roadmap of updates!

    If anyone bought from Asset Store, just leaving a rating helps out so much, you don't even have to write a review. I appreciate it!

    Thanks,
    jrDev
     
  48. crafTDev

    crafTDev

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    Hey guys,

    I have a small update coming that fixes a few bugs and make some changes namely with Mecanim Animations.
    Will send update in a few more hours. I have also started work on 1.6 which will include Touch gesture events for activators and uScript support. The touch gesture update will be a real cool feature which I will expand on a little later with stuff to show since this is more ambitious than I initially planned. Stay tunes! :)

    Thanks,
    jrDev
     
  49. kurotatsu

    kurotatsu

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    I still can't believe I'm the only person to put a review for this on the asset store.

    C'mon guys this asset needs more recognition.
     
  50. DanielSnd

    DanielSnd

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    Daaaamn ;_; I missed the sale, this looks awesome!