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global:advanced [2014/10/31 00:40] Justin H. |
global:advanced [2022/12/25 00:04] (current) FreedTerror |
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**Execution Buffer Type** | **Execution Buffer Type** |
* Only Move Links: UFE will only store inputs from moves that have Links assigned in [[move:chainmoves|Chain Moves]]. | * **Only Move Links:** UFE will only store inputs from moves that have Links assigned in [[move:chainmoves|Chain Moves]]. |
* Any Move: UFE will store all inputs performed. | * **Any Move:** UFE will store all inputs performed. |
* No Buffer: UFE will not store any inputs. | * **No Buffer:** UFE will not store any inputs. |
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**Execution Buffer (frames):** Sometimes, to create a smooth control experience, fighting games often offer a way to "store" a move execution for a split of a second while another move is in motion. This is extremely useful for easing the combo timing and linkers between moves. The higher the value, the earlier you can queue up a move while another is being played. | **Execution Buffer (frames):** Sometimes, to create a smooth control experience, fighting games often offer a way to "store" a move execution for a split of a second while another move is in motion. This is extremely useful for easing the combo timing and linkers between moves. The higher the value, the earlier you can queue up a move while another is being played. |
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**3D Hit Detection:** Leaving this off will set hitboxes and hurtboxes z position to 0. Toggle on if you want z position of hitboxes and hurtboxes to change with actual bone positions. Good for modelling more 3D-like collision detection (e.g. Tekken), but may produce unwanted results in traditional 2D/2.5D fighting games like in style of Street Fighter. | **3D Hit Detection:** Leaving this off will set hitboxes and hurtboxes z position to 0. Toggle on if you want z position of hitboxes and hurtboxes to change with actual bone positions. Good for modelling more 3D-like collision detection (e.g. Tekken), but may produce unwanted results in traditional 2D/2.5D fighting games like in style of Street Fighter. |
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| **Lock Z Axis:** If enabled, both player's Z-axis will be set to 0 at all times; |
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**Run in Background:** Sets Unity's "Run in Background" option from [[http://docs.unity3d.com/Manual/class-PlayerSettings.html|Player Settings]]. Good if you need to test the game running in background while running another application in focus. | **Run in Background:** Sets Unity's "Run in Background" option from [[http://docs.unity3d.com/Manual/class-PlayerSettings.html|Player Settings]]. Good if you need to test the game running in background while running another application in focus. |
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| **Use FixedUpdate for Inputs:** If enabled, FixedUpdate will be used for Inputs. If disabled, Update will be used for inputs. |
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| **Auto Save UFE Assets:** Automatically saves UFE Assets. |
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