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character:movesets [2016/02/20 19:16]
Mistermind [Attack & Special Moves]
character:movesets [2022/11/23 18:27]
Mistermind [Moves (Move Sets)]
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 **Animation Type:** **Animation Type:**
   * Legacy: Tells UFE to read the animations from this character as //Legacy//.   * Legacy: Tells UFE to read the animations from this character as //Legacy//.
-  * Mecanim: Tells UFE to read the animations from this character as //Humanoid//. [[http://www.youtube.com/watch?v=8tLeUOL7lYM|Click here to watch Mecanim tutorial]]+  * Mecanim 3D: Tells UFE to read the animations from this character as //Humanoid//. [[http://www.youtube.com/watch?v=8tLeUOL7lYM|Click here to watch Mecanim tutorial]] 
 +  * Mecanim 2D: Tells UFE the character is 2D (uses [[https://docs.unity3d.com/ScriptReference/SpriteRenderer.html|SpriteRender]])
  
 **Avatar:** If Mecanim was selected, drag the character's [[http://docs.unity3d.com/Documentation/Manual/ConfiguringtheAvatar.html|avatar]] here. **Avatar:** If Mecanim was selected, drag the character's [[http://docs.unity3d.com/Documentation/Manual/ConfiguringtheAvatar.html|avatar]] here.
  
 **Animation Control:** Tell the engine which animation control it should use. **Animation Control:** Tell the engine which animation control it should use.
-  * UFE Engine: The animation flow is fully controlled by UFE's own Update cycles. Due to limitations on the Unity engine, Network games can only run using this. +  * UFE Engine: The animation flow is fully controlled by UFE's own Update cycles. Due to limitations on the Unity engine, use this system to ensure there are no desynchronization when playing network games
-  * Unity Engine: The animation flow is controlled by Unity's own update cycles. UFE merely attempts to match the correct position to control the moves commands. Selecting this option may cause minor inconsistencies. If your game requires precise frame data use //UFE Engine// instead.+  * Unity Engine: The animation flow is controlled by Unity's own update cycles. UFE will attempts to match the hitbox positions to control the moves AFTER Unity update the characters mesh position. Selecting this option may cause minor inconsistencies. If your game requires precise frame data use //UFE Engine// instead.
  
 +**Normalize Animation Frames:** Stabilizes 2D animation frames by fixing frame offsets while manually controlling the animator component (UFE Engine)
 +
 +**Use Animation Maps:** Toggle this option if you are using the auto-maps and animation mapper for online play ([[https://www.youtube.com/watch?v=-dmVAf_cyN8|rollback netcode]]).
  
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   * Off Set (relative): The position (relative to the body part) this particle will appear when this move plays.   * Off Set (relative): The position (relative to the body part) this particle will appear when this move plays.
  
-**Sound Effect:** A custom sound that can be played when this move plays. UFE works with multichannels, so don't worry about overlapping sounds.+**Possible Sound Effect:** A list of possible sounds that plays at random when this move is executed. If only one sound is added it will only play that sound. UFE works with multi-channels, so don't worry about overlapping.
  
 **Continuous Sound:** Should the selected sound effect keep playing while this move is in motion? **Continuous Sound:** Should the selected sound effect keep playing while this move is in motion?
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 **Notes:** **Notes:**
   * Moving a move file up/down with the panel options has no effect on priority of moves.  It only affects the list order displayed in this panel.   * Moving a move file up/down with the panel options has no effect on priority of moves.  It only affects the list order displayed in this panel.
- +  * You can find several move samples under ''.\UFE\Characters\Mike\Moves''
-As a reference, the moves from Mike are located at ''.\UFE\Characters\Mike\Moves''+
  
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character/movesets.txt · Last modified: 2023/07/29 12:51 by FreedTerror