User Tools

Site Tools


global:advanced

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
global:advanced [2014/10/31 00:40]
Justin H.
global:advanced [2022/12/25 00:04] (current)
FreedTerror
Line 7: Line 7:
  
 **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.
  
 **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.
Line 22: Line 22:
  
 **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.
 +
 +**Lock Z Axis:** If enabled, both player's Z-axis will be set to 0 at all times;
  
 **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.
 +
 +**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.
  
 ---- ----
global/advanced.1414730458.txt.gz · Last modified: 2014/10/31 00:40 by Justin H.