Change Log (UFE 1.x)
Version 2
Version 1.8.6
Updated to Unity 2018
Fixed the 1 frame disparity between the values in the
move editor and gameplay
Version 1.8.5
Version 1.8.4
Updated to Unity 2017.2
Added support for
Rewired (custom input manager)
Version 1.8.3
General
Updated to Unity 2017
Added Custom
value option to every Size
Enum Field (Continuous Hit, Bounce Forces, Deterioration values, etc.)
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Version 1.8.2
Version 1.8.1
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Fixed Bluetooth script bridge under
UFE Addons\Network Support\BluetoothMultiplayerAPI.zip
(
P2P Network)
Added support for
stages and stage music to be loaded from the Resource folder (PRO/Source feature)
Suggestion: Added Rotate body after KO on Global → Round Options
Suggestion: Expanded animation speed on cinematic options to up to 999
Suggestion: Added ability to rotate particle effects and projectiles when on the right side
Version 1.8.0
Spotlight
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Added slow-mo timer when
Slow Motion KO is enabled under
Round Options
Added slow-mo game speed when
Slow Motion KO is enabled under
Round Options
Added option to inhibit gauge change during KO under
Round Options
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Added Round Fade-in duration and color under
GUI Options
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New event: OnBasicMove()
New event: OnButtonPress()
New event: OnBodyVisibilityChange()
New event: OnParticleEffects()
New event: OnTimeOver()
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Fixed minor internal misspelling errors
Fixed several hit reaction into knockdown animation issues
Fixed warning about deprecated Random seed (Network Addon)
Fixed issue where moves with 2 button execution would not link using
chain moves
Fixed: Switching combat stances no longer causes an error. Improved animation switching system so it doesn't reset the current animation
Assets
New combos and links added to Robot Kyle
Mike's heavy kick no longer hits twice on hit K.O
Robot Kyle's new move: Stance Switch (Down x 3 → Button 1; needs 100% meter, drain over time). While in Stance 2, you can use Focus Attack (Button 6)
Version 1.7.1
Fixed move links on counter moves
Added counter move to Robot Kyle (down, back, b1)
Fixed desync network bug involving aspect ratio and wall bounce
Fixed bug for the pause menu confirm button that would freeze the game
Fixed bug caused by projectiles and effects being casted outside UFE.gameEngine
Fixed black screen of death when exporting to Android
Fixed fade-in screen transition freezing the game on Android
Fixed a navigation bug under the Character Selection Screens
Fixed an OutOfBoundsException under uncommon circumstances in the Default Character Selection Screen
Version 1.7.0
Spotlight
Fixed compatibility issues with Unity 5.3
New addon available:
P2P Network (available for free on UFE Bundle)
Added ability to create moves with Wall Bounce (tutorial soon)
Added ability to air-recover (tutorial soon)
Body Part Visibility System (useful for games that use weapons)
New moves added to the templates characters
Basic Moves rearranged, new animation options added
Added ability to change the animation speed of a move at runtime
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You can now manipulate the
animation speed at runtime using a frame timeline
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New sub-group added under
Active Frames: Override Events (On Hit)
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New option added under
Input: Allow Negative Edge
New option added under
Projectiles: Obey Directional Hit
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New option added under
Projectiles: Display Hit Effects on Strike
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Suggestion: Added OnBlock() and OnParry() to the event list
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Version 1.6.0
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Preloader created (Engine now preloads the game objects that will be used before a battle starts)
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Added ability to disable certain Basic Moves from the Character Editor (Move, Jump, Crouch, Block, Parry)
New variables added to
Basic Moves: Auto|Manual animation speed, Manual Wrap Mode
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Mecanim Control reviewed
New Script: Legacy Control
.\UFE\PromoVideos
removed. New video samples can now be found under the .\StreamingAssets
folder
Several new
GUI scripts added (fully compatible with the new
GUI system from Unity 4.6/5)
Fixed a few issues with Move Set and move links
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New moves templates added: Focus Attack (variations), Focus Cancel
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Version 1.5.0
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Added ability to play multiple/random
sound effects on Basic and Special Moves
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New variable added to
hit:
Corner Push
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Possible States greatly enhanced, allowing for distance and jump height specific moves
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Minor optimizations in the engine time management system (looks smoother)
Several minor animation bugs fixed
Fixed “obsolete method” warning
Code reviewed and adjusted to accommodate future Network features
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Active Frames Rearranged on Move Editor
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Minor visual animation glitches fixed
Added ability to override Hit Effects on the move's
active frames
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Fixed selection bug on StageSelectScript
Fixed Parry issues from 1.4.0
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Added option to invert your character rotation or change its mirror configuration on Move Editor
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Input Viewer
New Event: OnInput
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Added ability to execute moves while knocked out
Fixed a few bugs with charge moves and button sequences, making it a lot smoother
Allow move queue options for stand-up states
GUI - added round markers
New Dropdown menu added to array elements in all the Editors
Dropdown options: Move Up, Move To Top, Move Down, Move To Bottom, Remove, Duplicate, Copy and Paste. You can also copy individual elements from file to file with this feature
Version 1.3.1
Fixed character preview bug caused by an update on Unity 4.5
Fixed
GUI bug caused when you go to the main menu from the game (in the demo).
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Added option to adjust a
confirm button and
cancel button in the
Input Options
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Pull In Options reviewed with a few bug fixes. 2 new options added:
Distance and
Force Ground Stand
Fixed Control Freak prefab
New option added to Active Frames → Damage: Hit doesn't kill (useful for auto combos that can end in dramatic cutscenes)
Version 1.3.0
New Character: Robot Kyle (Source Only). His gameplay resemble the Marvel vs Capcom series.
2
Powered By UFE videos added to the build.
A full animated version and a short version
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Added Mobile port (through Control Freak)
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Moves with axis press as button execution now overrides standard animations
Blocking options reviewed, several bugs fixed
Hold Button to Block fixed
New possible stances added: Block and Hit Stun
Initial Ground Position renamed to
Initial Spawn Position under
Round Options
Air moves count fixed
New variables added to
Block Options:
Parry Stun &
Ignore Applied Forces
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Animation blending bug on Mecanim based characters fixed.
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Chain Moves vastly improved, now allowing for several new conditions
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Override Blending Options (similar to the basic moves) added to the Move Editor
Added Jump Delay option (how many frames should the character wait before it jumps after you press the button)
New basic animation slot: Take Off (to be used in conjunction with Jump Delay)
New variable added to combo options: Reset Falling Force On Hit (already on by default on UFE, it allows for easier juggles)
New feature: Hitbox Auto Setup. If you use
Mixamo Auto-rigger, now you can set the hitboxes with a press of a button.
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UFE category on the Asset Store changed to Complete Projects > Systems
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Important Release Notes:
UFE 1.3.0 now comes with Mecanim Control 1.0 and 2.0. Currently, due to a limitation from Unity 4.x, a game cannot be compiled into a build if its using MC2. If you still want to use it, just replace Scripts/MecanimControl.cs with the one from MecanimControl2.zip in the same folder.
In order to fix an blending issue with Mecanim Control 1.0 I had to use an obsolete method from the Animator library (ForceStateNormalizedTime). So don't worry if you see this message:
Assets/UFE/Scripts/MecanimControl.cs(347,26): warning CS0618: `UnityEngine.Animator.ForceStateNormalizedTime(float)' is obsolete: `ForceStateNormalizedTime is deprecated. Please use Play or CrossFade instead.'
If you still wish to remove the message above, on MecanimControl.cs line 347, replace this:
animator.ForceStateNormalizedTime(normalizedTime);
with this:
animator.Play(currentAnimationData.stateHash, 0, normalizedTime);
Warning: Changing this line may cause glitchy visuals during animation blending.
Version 1.2.0
Fixed bug where disabling slow motion K.O. the round wouldn't end
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Added Timer to Round Options
New event added: OnTimer
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Particle effects is now tagged with the body part instead of transform position
2 new variables added to particle effects options: Sticky and Off Set.
Added block animation triggers for hit locations (like get hit high and get hit low)
Fixed bug where cinematic camera works only once when both players try to trigger a super move
Fixed projectile not stopping during super freeze
Fixed bug where angle projectiles go on a different angle when facing left
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Added Space between hits to projectiles when they have multiple hits
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Added Combo announcer option. You can now set custom announcer audios depending on the amount of hits in a combo
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Interpolation Speed renamed to Blending Duration
Added option to override individual blending (in and out) for each
basic animation
Fixed sound output for all “Get Hit” animations.
Fixed problem with PRO version not compiling stand alone.
Version 1.1.0
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New Character with several new moves and animations (Mecanim compatible)
Basic Moves list rearranged and divided into groups
Added 6 animation options for each blocking animation group
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Added “snap to current cam position” in Move Editor →
Cinematics
Fixed the input system so it records axis being held as the first input of a button sequence
Fixed bug where holding up after a diagonal jump would keep the character jumping in that direction
Fixed bug where holding an axis down after a round end would freeze the character in that animation
Fixed bug that sometimes pushes the character all the way to the other side of the screen during corner combos
Fixed bug where the defeated player's body goes in “slow-mo” after the game ends
Added option to disable counter force applied when hitting a cornered opponent
Added camera shake options on bounce
Added optional sound on bounce options
Replaced term “Corkscrew” with “Knock Back”
Option to disable alternative color added (a new alternative for alt color/texture/model will be added soon)
Added
space between each hit if
continuous hit is toggled in the
hit options
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Added
Op. Gauge Gain on Hit to Move Editor →
General
Fixed several problems with Cinematic options. Overall improvement of the tool
Version 1.0.2
New variable added to Move Editor: Input Leniency
1). In other words, you can now execute simple moves in between move execution.
Air Juggle Deterioration: Now it can be based on combo hits or air hits.
Fixed “hiccups” when the game starts for the first time.
Fixed bug during hitbox edition: offset not being applied.
Fixed character editor tool's character viewer. It no longer gets removed if you lose the window focus. Make sure you close the character before testing your game.
Fixed bug during hitbox edition: offset not being applied.
Fixed moves being executed on release even though they were toggled off for “on button release”.
Fixed being able to cross over the opponent when they are knocked down.
New variable added to the character: Ground collision mass. This creates a new “Body mass” hitbox that sits close to the ground. When the character gets knocked over this blocks the cross-up.
New variable added to move's invisible hitboxes: Ignore Body Colliders. If this is toggled on the move can ignore the body colliders and if enough force is applied, pass right through the opponent.
New option added for hit stun type: seconds (along side Frames and Frame Advantage).
Added Announcer Options. Currently supports up to 10 voice over announcements.
Camera options under Global Editor can now be edited at run-time.
New variable added to the some basic move animations: Hide Hitboxes. It allows the character to become temporarily invincible during the animation.
Removed Unblockable as a hit type. If you want a move to be unblockable just make sure it doesn't have a blockable area under Active Frames.
New basic move added:
Get Hit Low. If a hit connects in a lower hit box (configurable in the character editor →
Hit Box Setup), it triggers this animation group.
New knockdown moves added to basic moves: Get Hit High Knockdown, Get Hit High-Low Knockdown, Get Hit Sweep and Get Hit Crumple. You can set moves to trigger different forms of knockdowns as well as have different Stand Up animation for each knockdown move.
Knockdown options vastly improved. It now allows for you to set the amount of time the opponent stays down and how long it takes for them to get up in each of the knockdown option above. The options for quick stand and delayed stand are there, but not yet operational.
New basic move and hit type added: Get Hit Corkscrew.
The following basic moves now support up to 6 different animations: Get Hit Crouching, Get Hit High and Get Hit Low. Each animation assigned to each type of hit (Weak, Medium, Heavy, Custom 1, Custom 2, Custom 3).
New variable added to
combo options: Minimum Corkscrew Force. If the opponent gets hit in the air with an horizontal force higher then this value, they go into a corkscrew animation set under Basic Moves.
3 new options added to the hit under Move Editor →
Active Frames: Hit ground opponent, hit air opponent, hit down opponent. Tag or untag one of the options to have your move only work when the character is at a certain state.
Added “auto-correct” variable under Move Editor →
General Options. If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over.
Several minor bugs fixed.
How to update your UFE build
Remember to backup your project before you proceed!
Keep a backup of your configuration files at all times!
Download new package:
If you prefer to manually update your files, follow these procedures:
Update (Entire Project):
Close Unity.
Under your
<Project Folder>\Assets\
replace
2) the files under
.\UFE\
,
.\UFE Addons\
(if any),
.\Editor Default Resources\
and
.\StreamingAssets\
with the ones inside the package.
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Update (Scripts Only):
Update (Global, Character and Move Templates):
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