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character:movesets [2016/07/04 16:53]
Mistermind [Attack & Special Moves]
character:movesets [2023/07/29 12:51] (current)
FreedTerror
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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.
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   * 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.   * 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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 **Cinematic Intro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an intro animation and cinematics. UFE will check if you have this and play it at the beginning of each game. Check the example provided at ''.\UFE\Characters\Mike\Moves\Intro.asset'' **Cinematic Intro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an intro animation and cinematics. UFE will check if you have this and play it at the beginning of each game. Check the example provided at ''.\UFE\Characters\Mike\Moves\Intro.asset''
 +
 +**Round Won:** Plays this move when the round is won.
 +
 +**Time Out:** Plays this move when a timeout happens.
  
 **Cinematic Outro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an outro animation and cinematics. UFE will check if you have this and play it at the end of each game if this character wins. Check the example provided at ''.\UFE\Characters\Mike\Moves\Outro.asset'' **Cinematic Outro:** (Optional, **PRO** and **SOURCE** only) a special move designed with just an outro animation and cinematics. UFE will check if you have this and play it at the end of each game if this character wins. Check the example provided at ''.\UFE\Characters\Mike\Moves\Outro.asset''
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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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   * You can find several move samples under ''.\UFE\Characters\Mike\Moves''   * You can find several move samples under ''.\UFE\Characters\Mike\Moves''
  
----- 
 Code access:  Code access: 
  
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 ---- ----
 +===== Stances =====
 +{{ :character:character_movesets_stances.png?nolink |}}
  
 +**Stances (Preloaded):**
 +  * The stance file will always be loaded into memory.
 +  * Loading times will likely increase when using this.
 +**Stances (Resource):**
 +  * The stance file will be loaded from a Resources folder.
 +  * Loading times will likely decrease when using this.
  
 [[character:start|< Back to Character Editor]] [[character:start|< Back to Character Editor]]
character/movesets.1467665586.txt.gz · Last modified: 2016/07/04 16:53 by Mistermind