26

(1 replies, posted in General)

Code changes are required to add more custom hits.

27

(5 replies, posted in General)

Hmm, body colliders and ground collision mass handle character push behaviors.
If I were to guess one of those things isn't over lapping and therefore no push behavior is happening.

You can add a big body collider to your custom hitbox file to test to see if you get that push behavior.

I can also take a look at your project if you want professional help.

Here you go
http://www.ufe3d.com/forum/viewtopic.ph … 317#p11317

29

(5 replies, posted in General)

The video is private

30

(5 replies, posted in General)

Sounds like there could be reset forces going on.
https://i.imgur.com/WFPbZrR.png

If it's not reset force, can you post a video of the issue?

31

(1 replies, posted in General)

You would have to code your own system for scrolling a scroll rect with a gamepad.
I've managed to do it, but it's a bit complicated.
I have some scripts to do it in my github, but I may just end up writing a tutorial for this.

32

(1 replies, posted in General)

Out of the box no, UFE doesn't have any Homing type code.

Some type of homing code would probably be needed for this.
There would also be some additional challenges when trying to apply this to a character due to forces acting on a character.

33

(4 replies, posted in General)

I'm using unity 2022.3.4

You can also try the auto save UFE assets option.
https://i.imgur.com/5YhVjQG.png

34

(1 replies, posted in 2D Gameplay)

Make sure the blockable area is active 1 frame before the hit.
Test it on both sides.

I'd like to refactor the blockable area system in a future update.

35

(4 replies, posted in General)

I've actually encountered this issue a while back.
I'm not sure what the root cause is.

I always press save and save project whenever I save unity.
Not sure if it will solve the issue sorry.

36

(3 replies, posted in General)

Use tech move in active frames to create character specific tech moves.
https://i.imgur.com/fTF9OnC.png

37

(5 replies, posted in General)

I can see the hit effect so there is a hit involved here.
Try disabling the "Disable Hit Impact" option.
https://i.imgur.com/bmAm8Mq.png

Hmm, some code would probably be needed to handle skipping intros of characters.

39

(5 replies, posted in General)

Are you using opponent override to make this happen?

40

(2 replies, posted in General)

Using move files this could be doable.
It would get fairly complicated so I'll see if I can create it with the UFE templates sometime and share it.

41

(5 replies, posted in General)

Do you have a video of this issue?
I can better assist you if I can see whats happening

42

(1 replies, posted in General)

You can create two projectiles
One for hitting opponents and one for hitting projectiles.
https://i.imgur.com/hfPX4o5.png

You can call this method to restart the match.

 UFE.RestartMatch();

44

(2 replies, posted in General)

Do you mean if you hold a button it continues selecting buttons?

45

(1 replies, posted in 3D Gameplay)

Here's a run move tutorial.
http://www.ufe3d.com/forum/viewtopic.php?id=4021
You would probably want to use chain moves in the dash move so you can cancel into the run move.

I think it's due to something with the UFE3D assembly definition.
It seems like it prevents other code from being recognized.
I haven't messed with assembly definitions before so not sure how to fix it.
https://i.imgur.com/G8HNgiD.png
https://i.imgur.com/aQHes5q.png
https://i.imgur.com/opMhBJO.png

Hmm, the isBlocking Variable is still set true. That could be why the character is continuously blocking
I can look into replicating this issue and see about patching it.

48

(1 replies, posted in 3D Gameplay)

https://i.imgur.com/qFF8tIr.png

49

(1 replies, posted in General)

UFE only allows one input to cause blocking at the time of this post.
https://i.imgur.com/i7LoUmx.png

Are you wanting to have multiple single button presses cause blocking?
You can use this script I created to have multiple single Button Presses cause blocking.

using UnityEngine;
using UFE3D;

public class CustomBlockingExample : MonoBehaviour
{
    // Warning this sets the potentialBlock variable to true 
    // As long as potentialBlock is set to true the character will block
    // UFE doesnt set potentialBlock to false automatically every frame

    [SerializeField]
    private ButtonPress[] blockButtonPressArray;

    private void FixedUpdate()
    {
        SetBlock(UFE.GetPlayer1ControlsScript());
        SetBlock(UFE.GetPlayer2ControlsScript());
    }

    private void SetBlock(ControlsScript player)
    {
        if (player == null)
        {
            return;
        }

        foreach (ButtonPress buttonPress in player.inputHeldDown.Keys)
        {
            if (IsButtonPressMatch(buttonPress, blockButtonPressArray)
                && player.inputHeldDown[buttonPress] > 0)
            {
                player.potentialBlock = true;
                player.CheckBlocking(true);
            }
        }
    }

    public static bool IsButtonPressMatch(ButtonPress comparing, ButtonPress matching)
    {
        if (comparing == matching)
        {
            return true;
        }

        return false;
    }

    public static bool IsButtonPressMatch(ButtonPress comparing, ButtonPress[] matchingArray)
    {
        if (matchingArray == null)
        {
            return false;
        }

        int length = matchingArray.Length;
        for (int i = 0; i < length; i++)
        {
            if (IsButtonPressMatch(comparing, matchingArray[i]) == false)
            {
                continue;
            }

            return true;
        }

        return false;
    }
}

50

(16 replies, posted in General)

I personally recommend placing it in the scene since it targets the static ControlsScript variables.
Static variables can be accessed from anywhere.

It would need to be reworked slightly to support proper prefab usage.