Mistermind wrote:

I have yet to review the cinematic options for 3D gameplay. I think the best way to achieve this is to make your own custom camera animation and use the prefab option.

I tried but it's not working neither, the camera does not follow the character.
https://streamable.com/rsnk60


I know you are busy with the work on UFE 3, but will an improvement of the 3D mode come in the near future (this year)? Multiple things are not working as they should, throwing a character from behind or its side, gives a weird result. Projectiles are not always at their right position depending on which side you are. We cannot apply lateral forces to the opponent on hit and the AI does not have an option to move sideways.

nusaw316 wrote:

(I meant to post this here, not in the topic 3D camera problems. whoops....)

So I almost found a way to make the cinematic camera work in 3d (Source 2.5.1). Here's what I did so far:

1. In the Move Editor tab - Animation: I clicked the preview tab the prefab animation for the intro.
2. In the Hierarchy tab: I created a new camera
3. In the Animation tab: I created the animation for the camera (Position, Rotation, and Scale) Afterwards I saved the Animation File, closed the animation preview, and deleted the new camera.
4. In the Inspector tab: I switched from Normal to Debug and changed the animation file to Legacy.
5. Back to the Move Editor tab - Cinematic Options:
-I changed the Cinematic Type to Animation
-Set the Opponent's Animation Speed to 0
-Set the Animation Speed to 1, and
-Kept the Blend Speed to 100.
6: I clicked the Camera Preview and adjusted the Field of Blend to the setting I wanted for the camera (In my case it was 35)

The only part that I am having trouble with was that when I hit play, the animation moves the way I want it to, but the camera is facing the back of the character.

I'll be back when I can figure out how to set the camera to face the front of the character. Hopefully these steps will get everyone closer to what you want the 3d cinematic camera to do.

Until next time.


Update:

I just remade the camera and made it face the front of the character prefab in Move Editor.

Hope this helps.

Even when doing this, I still got an issue with the camera.

When characters are facing each other like in 2D it's fine, but if they moved to another place,  the camera is in the wrong position.

You can see the issue here, where I've added a back and forth cam animation on the Wall Launcher move: https://streamable.com/rmw99h

Did someone managed to have good cinematics in 3D, no matter the characters' position?

3

(4 replies, posted in General)

I encountered this issue too.

From what I understand, the .asset file is not saving the changes made in the Unity editor.

A solution that should work is to directly edit the .asset file manually by opening it in a text editor.
So in this case it would be: right click on the move -> Show in explorer. Open the file and delete the lines starting with "- {fileID: " under "previousMoves", then save the file.

Also, I don't know if it's your case, but UFE HATES duplicate moves, values from one move will sometimes override the values of the other one constantly, it's the kind of thing that trigger bugs like that.

The hit effect we can see comes from the linked move that is triggered on counter, I changed it to make it more clear.


https://streamable.com/yy2sb2

When "Disable Hit Impact" is disabled, it doesn't counter anymore.

FreedTerror wrote:

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

https://streamable.com/j4ubuz

Here what's happening :

Player 1 performs Light Punch, the move description is on the left, we can see that on hit, the caster gains 20% of gauge and the opponent 10%.

Player 2 performs Parry Mid, a move that counter mid attacks (Move description on the right), Punch Light being a mid attack, it is countered.

As we can see, because the move is countered, Player 2 takes 0 damage, but we can also see that Player 1 gains 20% gauge and Player 2 gains 10%, exactly like if it was a normal hit.

The move being countered, and no damage being inflicted, I consider that there should be no gain of gauge, but as we can see, there is a gain and it's the issue.

Create another move (we will call it Move2) with a short animation, the last few frames of your 3 seconds move (we will call it Move1) would be fine.
Then, for Move2, in Input, put the same button execution than for Move1, BUT instead of "On button press", check "On button release", do not check "Requires press first", also put Move1 as a a required move for Move2.
Then, go to Move1, in chain Move , create a link for Move2.

It should work.

Hello, I’m trying to create a parry system similar to the one in DOA.

Basically, what I’m doing is creating moves that have an auto counter move (Chain Moves -> Link Conditions : Counter Moves) that will be triggered if the opponent’s move respects the conditions.

There seem to be no issues with this part, the move is parried, the damage caused by the opponent is nullified and the counter move is performed.

However, I have one issue, it’s with moves having gains of gauges on hit. Even if the move is parried and the damage nullified, it is not the same thing for gauges. The gauge gain on hit is not cancelled and it’s a problem.

I have no idea on how to nullify the gauge gain in case of a counter move, or if it is even possible.

Having distincts counter moves with each having a gauge cost equal to the opponent’s move gain, might be a solution, but it would require the creation of a lot of moves and it’s something I would like to avoid.

What can I do to solve this?

EDIT: Fixed in UFE version 2.6

Hi,

I have a bug when I use “Hold Button X” instead of “Hold Back” for Block.

https://streamable.com/ghqlct

As you can see in the video, if I press the block button (4 in this case) I block the opponent’s attack, if I release the button after the stun period is over it’s fine.
However, if I release the button during the stun duration, the character is stuck blocking, it cannot move but can crouch and perform some moves. I have to re-press the block button to be able to move again. Sometimes, it’s not enough to “unblock” the character and I have to wait another attack from the opponent to be stun again, and then wait until the end of the stun to release the block button.

This is on a new UFE 2.5.3 source install, the only change I did prior to this video, is set button 4 as block button and replace the input of Robot Kyle’s kick that usually use 4 as input.
The Unity version is 2022.3.7.

Is there something I can do to fix that?

It's not hard to understand, just read the docs.

http://www.ufe3d.com/doku.php/move:invincibleframes

You create your move, then in "Invincible Frame" you set for how long during your move, you want your character to be invincible and that's it.

But I don't think this is what you are looking for.

If you want a move to be unblockable, you just check "Unblockable" in Active Frames.

10

(0 replies, posted in General)

Hi,

I’m currently working on the AI of my game, but I’m struggling to make it work.
One of the issues comes from the distance value, it looks like the differences between each variable (Very far to Very close) is not considered as it should.

An example here with a simple rule : IF distance is X, perform Jump Straight : You can see that the values of Very Close and Close are nearly similar, however it result in a totally different distance : https://streamable.com/v09t2d

I know that the Maximum Players Distance in Camera Option impact the AI (in the video it’s 20) however the problem is still there with another value, it’s just happening at a different distance.

Am I missing something?

11

(2 replies, posted in General)

It's because your scenes are not in the build settings, there is only the Demo_Fighter3D Scene, we can see it at 00:30.

12

(52 replies, posted in General)

0massimo0 wrote:

Video https://www.youtube.com/watch?v=-nPWaYvTcfI
I had to close Unity from the task manager because it was crashing and saturating my ram. After importing version 2.5.0 none of the characters have hit box script. Why does it take me back to the old character selection screen? I thought it was a patch that integrated the old version, but it seems I have to start from the beginning again

Don't forget to delete the old UFE folder before updating, it is required.

http://www.ufe3d.com/doku.php/changelog … _ufe_build

Thank you, I hope you will get the time. big_smile

Hello,

As said in the title, I would like to create a jumping/crouching system similar to Soul Calibur.

So basically, when the character is not blocking, Up and Down are used to move laterally, and when the character is blocking, Up and Down are used to jump and crouch/crouchblock.

I tried with specific moves that can only be used during block, but i'm unhappy with the result.
It was more or less ok for crouch and jump, even if the character was still considered as standing, because state override is not working (I know it's still WIP) the major problem was crouch block.
I could not find a way to "simulate" that, using armor options is not possible because some moves have chip damages on block, and an armor would not allow that.  Another problem was that the AI really struggled to "understand" what it needs to do with these moves. (But I guess it could be tricked with specific moves that only the AI can use)

So, does anyone have any idea on how to achieve that system?

15

(52 replies, posted in General)

Mistermind wrote:
Az wrote:

Talking about bugs, I don't know if it's really a bug, or something that has been changed and therefore some values need to be adjusted, but some throws are not working as they used to since the update.

Here is the example of Robot Kyle's throw : https://streamable.com/h6b1oy

I tested the templates that comes with UFE 2.5.0 and they seem to working just fine. It must've been something you changed (perhaps under Move Editor -> Animation Options).

I tried to find more information, it happens when "Fix rotation when stunned" and/or "Fix rotation on hit" are checked in Global Editor -> Character Rotation Options

I did a test in a previous build (2.4.1) and I got the same thing so nothing related to the update, my bad.

Actually I guess it's the normal behavior, it just looks weird depending on the animation.

16

(52 replies, posted in General)

Talking about bugs, I don't know if it's really a bug, or something that has been changed and therefore some values need to be adjusted, but some throws are not working as they used to since the update.

Here is the example of Robot Kyle's throw : https://streamable.com/h6b1oy

17

(6 replies, posted in 3D Gameplay)

I think he wants to avoid counter.

Maybe try using Invincible Frames during Start Up frames?

18

(2 replies, posted in 3D Gameplay)

Thank you, the rotation is now correct.

For the problem with the position, I found a workaroud by creating custom hitboxes and making projectiles start from there.

Thanks again! smile

19

(2 replies, posted in 3D Gameplay)

Hi,

Projectiles' rotation and position are not correct when a character move laterally, as you can see here :

https://streamable.com/yybu3z


I think it's 2 distinct issues that are happening at the same time, one involving the particle's rotation and another one involving the projectile's position, is there a solution?

Thanks

I changed both Minimum Jungle Force and Minimum Knock Back Force, ranging from 0 to 10.000 but it changed nothing.

However, setting the weight of every characters to 3800 fixed the issue and makes animations look much smoother, so I'm happy with the situation now.

Thank you

FreedTerror wrote:

What happens when a larger amount of y force is applied? Try with triple digits, I have a feeling it could be the Character's weight causing a low launch.

I did a quick test and I think you found something!

Increasing the force on Y too much makes the character go in the air nearly immediately and it misses its target.

So I tried with less force and what I discovered is that when increasing the force on Y to minimum 25, it seems to fix the issue, at least when the character's weight is 380. (It was a mirror match so I'm not sure of what happen when both characters are different with a different weight, I will test later today)

When the character's weight is lower (I tried 300) the minimum force to apply to not fall become 20.

Thanks!

EDIT :Did more tests, it's the caster's weight that matter, the opponent's weight is not important.

Cool, thank you smile

Hello,

When I apply self-applied forces on X and Y to a character and that this character hit the opponent, the opponent will fall as you can see in this video.

https://streamable.com/t3hc8x

I guess it's a bug because in 2D it's not the case, the opponent is not falling on hit.

Is there something I can do to avoid that?

24

(4 replies, posted in General)

Happy to see that I'm not the only one, and that I did nothing wrong that caused the issue, thanks for the answer !

I hope it will get fixed with UFE3.

25

(4 replies, posted in General)

So, am I the only one with this issue ?

It's weird, even with a new install of UFE, Head Look is still not working.