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Both sides previous revision Previous revision Next revision | Previous revision | ||
global:advanced [2014/01/30 02:13] Mistermind |
global:advanced [2022/12/25 00:04] (current) FreedTerror |
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These options are very delicate. Make sure you know what you are doing before editing this! | These options are very delicate. Make sure you know what you are doing before editing this! | ||
- | {{ : | + | {{ : |
- | + | ||
- | **Animation Flow:** Sets rather or not the animation should be controlled by the frame rate or by Unity' | + | |
- | * **More Precision**: | + | |
- | * **Smoother**: | + | |
**Frames Per Second:** By default, Fighting Games run at 60 fps. You can however change this here. Be careful, as low frame rate will not work well with fast gameplay. | **Frames Per Second:** By default, Fighting Games run at 60 fps. You can however change this here. Be careful, as low frame rate will not work well with fast gameplay. | ||
- | **Move Storage | + | **Execution Buffer |
+ | * **Only Move Links:** UFE will only store inputs from moves that have Links assigned in [[move: | ||
+ | * **Any Move:** UFE will store all inputs performed. | ||
+ | * **No Buffer:** UFE will not store any inputs. | ||
- | **Storage Delay (seconds):** Sometimes, to create a smooth control experience, fighting games often offer a way to " | + | **Execution Buffer |
- | **Plinking Delay (seconds):** The delay between button press to allow for multiple input responses. Plinking in UFE works by prioritizing multiple button execution over single button execution. Change this only if you know what you are doing. To read more about plinking check out the following links:\\ | + | **Plinking Delay (frames):** The delay between button press to allow for multiple input responses. Plinking in UFE works by prioritizing multiple button execution over single button execution. Change this only if you know what you are doing. To read more about plinking check out the following links:\\ |
[[http:// | [[http:// | ||
[[http:// | [[http:// | ||
- | |||
**Game Speed:** Changes Time.timeScale from Unity. You can use this to speed up or slow down the global speed of your game. Useful if you feel the entire game needs to be tuned or you want to have an option for " | **Game Speed:** Changes Time.timeScale from Unity. You can use this to speed up or slow down the global speed of your game. Useful if you feel the entire game needs to be tuned or you want to have an option for " | ||
**Global Gravity:** Change how the gravity behaves on character weights and forces applied. Don't change this unless you know what you are doing. | **Global Gravity:** Change how the gravity behaves on character weights and forces applied. Don't change this unless you know what you are doing. | ||
+ | |||
+ | **3D Hit Detection: | ||
+ | |||
+ | **Lock Z Axis:** If enabled, both player' | ||
+ | |||
+ | **Run in Background: | ||
+ | |||
+ | **Use FixedUpdate for Inputs:** If enabled, FixedUpdate will be used for Inputs. If disabled, Update will be used for inputs. | ||
+ | |||
+ | **Auto Save UFE Assets:** Automatically saves UFE Assets. | ||
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<code c#> | <code c#> | ||
void OnRoundEnds(CharacterInfo winner, CharacterInfo loser){ | void OnRoundEnds(CharacterInfo winner, CharacterInfo loser){ | ||
- | UFE.config.animationFlow | + | UFE.config.gravity |
} | } | ||
</ | </ |