Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

[RELEASED] Universal Fighting Engine

Discussion in 'Assets and Asset Store' started by Mistermind, Dec 17, 2013.

  1. amrhsn

    amrhsn

    Joined:
    Nov 20, 2012
    Posts:
    17
    On Mac OSX: Click on the move file and Press "Command +D".
    On Windows: Click on the move file and Press "Ctrl + D".
     
  2. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Also, just to clarify, there is no pasting afterwards. You only need to add the move into the Move Sets for the character. Selecting the Move file in the Project view brings it up in the Move Editor.

    When you duplicate the Move file, in the new one don't forget to change the Name (and Description if you use that). It's a minor error that won't prevent the game from working, but it's usually best to have all unique move names within your move set.
     
  3. Moglin

    Moglin

    Joined:
    Sep 8, 2014
    Posts:
    3
    Hi,@MMind
    I bought UFE1.5 source couple days ago, it worked fine in Unity3d.
    Then I export my project(with control freak) to Xcode 6. It's wired that I can't see any character in battle scene. However I can still control the character. When it jump, the camera also move up as expect.

    Can you help me?
     
  4. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Mobile support is currently limited. But the game should still build correctly.

    Can you confirm building to OSX works as expected (are characters also not visible when you build to OSX)? Just to rule out the build platform being the problem...
     
  5. Moglin

    Moglin

    Joined:
    Sep 8, 2014
    Posts:
    3
    Thanks for replying, @Yum Cha Games.
    I just test it on mac. Also, I can't see any character I made myself. But Legacy Mike by @MMind seems OK.
    I checked the assets store again, seems nowhere says no to mobile platform. If limited, there will be a disaster.
    My Unity is 4.5.0, is that possibly a reason?

     
  6. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    The limitation is that Fuzzy AI doesn't work at the moment (and this is only to iOS, Android seems to be fine). We have already fixed that issue, but with the holiday period looming I'm not sure when we'll be able to get that packaged to the Asset Store. Otherwise, any UFE project will build fine to mobile.

    On the missing characters issue, it sounds like something with either the character models import or configuration.

    To confirm the models are OK, just place the imported model into a new scene and build that scene. If the character displays there, then the problem is likely the config; if it doesn't display even in this fresh scene then your import settings need to be looked at. Ref: http://docs.unity3d.com/Manual/HOWTO-importObject.html

    If it's the configuration: please follow the Character Importing guide. This takes you through the whole process to get your character into the game, if you've missed a step from here that might be why yours isn't working.
     
  7. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    I am thinking about buying this asset
    but I am not sure what FUZZY. A.I is and what is it for
    I know how to make charcaters in 3D and animate them.
    but i dont know anything about A.I.
    so this Fuzzy a.I suppose to help ppl who doesnt know anything about A.I or coding?

    last question b4 i make my decision which one to buy.
    this bundle can do everything pro and source can do, right?
     
  8. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    The bundle has Source + Fuzzy AI. So yes, it will do what Source (and of course Pro) can do.

    Fuzzy AI is an AI add-on for UFE. It is designed to integrate tightly with UFE, so creating CPU opponents is much easier. You won't need to do any coding, as it's all GUI based using similar principles to editing Character and Move files in UFE. However, if you wish to extend Fuzzy AI (via coding), it is also open source so you can mod it to your liking too.
     
  9. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    oh thank so with FUZZY A.I
    i dont have to worry about coding A.I.. it will pretty much do it for me, right?
     
  10. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Yes. Fuzzy AI will handle the AI operations, so all you really need to do is use one (or more) of the existing templates or create your own.

    The only coding you'd need to do is to set CPU in your single player modes. See this post I just made on the UFE forums that has some details about that. Minor coding required, but an example is already included in all versions of UFE.
     
  11. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    thank you ^^ hope there are more tutorials for this awesome tool
    I must try ^^ btw I cant seem to register forum at ufe3d site
     
  12. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Oh, that's odd. Are you getting an error?
     
  13. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Cant wait until the next update. Ill most likely buy the Networking addon with Fuzzy AI, the Random AI isnt really working for me.
     
  14. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    yeah, I click register and it seems to failed to process to next step
     
  15. Steviebops

    Steviebops

    Joined:
    Apr 9, 2013
    Posts:
    132
    Is UFE 1.5 working ok with Unity 4.6? I haven't updated Unity yet.
     
  16. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Can you please PM me the email address you're using to register? I can look into it from the forum end.

    Yes, it works perfectly.
     
    Last edited: Dec 17, 2014
  17. super-cypher

    super-cypher

    Joined:
    May 10, 2014
    Posts:
    117
    hi
    please can you tell me when will this be mobile ready? i read earlier it can be used on mobile as it is, but im asking when it will be perfect for mobile and the same for the fuzzy A.I?

    also is there any news on the playmaker actions being done?

    thanks
     
  18. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    Hi there
    Mobile should work just fine. The only current limitation is iOS builds with Fuzzy AI. We already fixed that internally, but I decided to review a few more tweaks before I package this fix.
    The next update should come after the holidays.
     
  19. xXTheZoneWalkerXx

    xXTheZoneWalkerXx

    Joined:
    Feb 20, 2014
    Posts:
    48
    Hey MMind, Is it possible with the pro version of UFE to implement a weapon trail system? Ive tried using the sticky particle effect method in the move editors but it seems to behave weird in 3d space and its hard to get a decent result. I have a weapon trail system that works but I only want it to activate when a move is executed.
     
  20. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Yes, but you would need to modify the base code (Source version) to handle your weapon system.

    I've modified a project to use XWeaponTrail, and it works great. So let me know if you need any tips.
     
  21. xXTheZoneWalkerXx

    xXTheZoneWalkerXx

    Joined:
    Feb 20, 2014
    Posts:
    48
    Thanks, thats what I was afraid of. Ok so I have the pro version of UFE. Do I have to purchase the source version for the full price? I bought it through the asset store. Also, after purchasing it, how would I upgrade my project from pro to source without losing all of my work?
     
  22. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Please PM me your invoice. I will look into some options for you. Since it is the holiday period, please be aware that there might be some delays.
     
  23. xXTheZoneWalkerXx

    xXTheZoneWalkerXx

    Joined:
    Feb 20, 2014
    Posts:
    48
    Ok no worries I have plenty to keep me busy in the meantime. Im actually very happy with the speed that the developers of this tool work at.
     
  24. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Does anyone know how I can add ambient sound into a stage? I tried dragging a sound file into a open prefab (stage) and it appeared to be inside the stage, but after saving and going to test I did not hear the sound. I made a stage that had rain and I wanted the sound of rain to be in the stage as well as the music.
     
  25. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Having Audio Sources in your stage should work. Just make sure it's actually playing and that it has a large enough range to be detected by the Audio Listener.
     
  26. mqiydaar

    mqiydaar

    Joined:
    Aug 30, 2013
    Posts:
    97
    Okay, I have been very patient in hoping that someone would respond to my issue, so I'll post it again:

    The error is

    NullReferenceException
    UnityEngine.Transform.get_position () (at C:/BuildAgent/work/aeedb04a1292f85a/artifacts/EditorGenerated/UnityEngineTransform.cs:28)
    HitBoxesScript.testCollision (.HitBox[] opHitBoxes)
    ControlsScript.FixedUpdate ()

    Is there anyone that knows the issue at hand preventing me from testing my game?
     
  27. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    ill try it sometime today, thanks.



    What version of Unity are you using? Also is this source or pro version?
     
  28. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Sorry, I must have missed your post.

    When does this error occur? At the start of the round (before you can perform inputs), or during the game and maybe during a specific input?

    Looking at the error though, my suspicion is that your hitboxes are not set up correctly. Maybe you're missing a bodypart, or you have one doubled up? Check through your hitboxes and let me know if they're OK.

    I also recommend doing this mod as it prevents these sorts of errors occurring (not to mention how much time it saves too).
     
  29. Hardik

    Hardik

    Joined:
    May 26, 2013
    Posts:
    7
    Hi MMind,
    your Framework is superb,
    and i am interested in purchase.but before purchase i have few query,
    UFE support weapons system, i.e. character can fight with weapon?,
    is it possible to pickup and throw the weapon?,
    is it possible to use special weapons at fighting time?
    is it possible to add fatality and brutality like we see in Mortal Kombat game?

    i want to create game like shadow fight 2. Is it possible to create using UFE ?
     
  30. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
     
  31. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    NullReferenceException: Object reference not set to an instance of an object
    HitBoxesScript.UpdateRenderer () (at Assets/UFE/Scripts/HitBoxesScript.cs:439)
    HitBoxesScript.Start () (at Assets/UFE/Scripts/HitBoxesScript.cs:101)

    what is this error msg mean????
     
  32. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    and this..

    NullReferenceException: Object reference not set to an instance of an object
    MoveSetScript.SetMecanimMirror (Boolean toggle) (at Assets/UFE/Scripts/MoveSetScript.cs:573)
    ControlsScript.ForceMirror (Boolean toggle) (at Assets/UFE/Scripts/ControlsScript.cs:174)
    ControlsScript.testCharacterRotation (Single rotationSpeed, Boolean forceMirror) (at Assets/UFE/Scripts/ControlsScript.cs:190)
    ControlsScript.Start () (at Assets/UFE/Scripts/ControlsScript.cs:148)
     
  33. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Well, got alot of time on my hands during winter break, hey MMind you think the new update will be ready this/next week? Really want to try out the networking/story mode
     
  34. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Sorry, I don't think any updates will be happening this week. Hopefully soon in the new year, when everyone (including Unity!) are back from break.

    @cloud0310: Check your PMs here, I'm looking into the forum registration issues for you.

    Regarding the errors, have you updated to version 1.5?
     
    Twrmois likes this.
  35. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    yes, I have. I think there is something wrong with my animation
    it moves like a block without animation but as soon as i add idle stance or any other it just won't work anymore

    i have no clue
    something wrong with naming it or... have i missed any step (i am using fbx) etc
     
  36. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    I assume you're using your own animations (not the ones that come with UFE). Try substituting any animations you suspect are a problem with UFE ones. If your error goes away, it would mean your animation clips are a problem.

    If your animation clips are a problem, try looking at the import settings for the FBX. I've seen similar errors when the Transform Rotation (Y) isn't right, so try changing settings in there.
     
  37. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    aw :( , well thanks for the info!
     
  38. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    i am go
    i forgot to change animation type to legacy..
    i am doing it over it seems fine now
     
  39. cloud0310

    cloud0310

    Joined:
    Dec 16, 2014
    Posts:
    39
    Where can I find option for pause on hit??
    and i am struggling with making move like Benimaru's lightning fist.
     
  40. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    How can I make it where the round/match does not lock the player controls until the opponent fully hits the ground? For example, in the Killer Instinct game for Xbox One the player can continue doing combos after the opponent life bar is fully gone, and the player can keep attacking until they "drop" the combo or the combo ends, then the player cant move or attack and it says winner. When i try this in UFE, my controls just stop after 3 seconds but i want it to not stop until i drop a combo. Any help?
     
  41. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Global Options | Hit Effects, freezing time value.

    Either make the lighting ball a projectile with a speed of 0 (you may need to modify MoveEditorWindow.cs to allow for 0 speed as I think the lowest is 1 by default), or make it a non-projectile hit but add the lightning ball effect as a particle effect to the move. Both methods are equally valid.

    By default, UFE currently only allows movement before battle via Round Options. If you have Source, you could mod the function in. It's a little bit of work though, so post over on the UFE forums if you get stuck.
     
  42. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Oh ok, i only have Pro, but thanks for the info
     
  43. Gekigengar

    Gekigengar

    Joined:
    Jan 20, 2013
    Posts:
    738
    This looks extremely useful, watching for future purchase list!
     
  44. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Alternately, you can wait till the engine goes on sale, that's what I did and I got Pro version for only $99
     
    Gekigengar likes this.
  45. super-cypher

    super-cypher

    Joined:
    May 10, 2014
    Posts:
    117
    Hey Yum Cha Games/ Mmind, i hope you can see your way to doing a sale soon. Maybe a holiday sale now? ive noticed some other devs doing this - flying teapot is if anyone needs some really cool effects, they got 50% off and UFPS among others. If you do 'please' put the UFE bundle in it. That needs some 5* ratings anyway, and ill be the first to rate it and a cool review.
     
    Last edited: Dec 26, 2014
  46. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    Capture.PNG Capture2.PNG

    So i made lifebars where the end is kinda slanted ( look at p1 side) but on p2 side the bars dont look right, after taking some damage i noticed that the outline bar seems to be organized correctly but the fill bar does not appear right, like it is reversed or something.Is there a way i can fix this
     
  47. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Hi super-cypher. I'll let MMind post more details on this. But I don't think there's much chance of a sale this holiday period.

    Are you using Unity 4.6 GUI, legacy GUI or another method for drawing the life bars?

    If using Legacy, have a look at the DrawBar() function in GUIScript.cs file. This shows how the 2P bar is handled (basically invert the x size).

    If using Unity 4.6 GUI, you can set the progress bar to be right to left (instead of left to right).
     
    Twrmois likes this.
  48. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    ill try that legacy option. Currently im still on Unity 4.5.5, i use 4.6 for my FPS game, ill update my UFE project to 4.6 when the next update comes out.
     
  49. Gekigengar

    Gekigengar

    Joined:
    Jan 20, 2013
    Posts:
    738
    Thanks bro,

    I will definitely purchase this when its on sale!

    One of the best assets I ever see x)
     
    Twrmois likes this.
  50. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    look a UFE outfit hehe, got bored and the idea came to mind
     

    Attached Files:

    • ufe.PNG
      ufe.PNG
      File size:
      113.1 KB
      Views:
      949
    Yum-Cha-Games likes this.