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UPDATE:
The problem was fixed by opening my config file in Notepad++, and adding the following under "activeCharacters:"
- {fileID: 0}
- {fileID: 0}
When upgrading from an older project, this instead shows "activeCharacters: []", which seems to break the global editor in Deployment Options and also prevents the game from running at all (black screen)
I also had to add 4 0's after "AIControlled:".
With Unity closed, go to the Roaming folder for Unity on your computer (C:\Users\(Username)\AppData\Roaming\Unity\Asset Store-5.x\), open the Mind Studios folder, in the Complete Projects folder delete the UFE 2 Standard file then reopen Unity and redownload in the package manager. There is a small bug with the package manager where it won't update assets you own but will claim you are on the latest version.
Hey guys, so recently I upgraded my version of UFE, I tend to wait for major updates before upgrading my personal project, but I've come across some problems. I've attached some screenshots of the errors I'm getting. These appear in Play Mode, and the screen is fully black.
Image One
Image Two
I also get this error when I select anything besides "Full Interface" under Deployment Options, and then the Global Editor is blank underneath the Deployment Options unless I select "Full Interface again.
Image Three
Pretty sure I followed the update guide exactly, I've been able to upgrade the UFE version in my project successfully ever since back in the 1.x days. If anyone else had this issue and was able to resolve it, please let me know.
MegaFanZach wrote:I’ve had this same problem last time I did something with UFE. I didn’t have an account on the forum yet, and I didn’t care to ask for help. I ended up changing the name to quick mode and making it only have one fight. Everything seems fine until I add more characters to arcade mode. I seem to be the only one who has this problem, and it doesn’t make sense. I’ve tried multiple UFE projects and no matter what I did, I would always get this glitch. And it’s weird, because I can pause the game and return to the menu. The only thing that didn’t load is the lighting and the characters. It also seems the match doesn’t start, because the timer is frozen and the announcer says nothing. With my previous game, I used the basic move sets for my characters, but I’m making new ones for this game. I seem to get the errors with the normal move sets about that stupid blocking air pose. But the glitch only happens when I add characters. I’ve tried everything and can’t find a solution.
Concerning the last part about the blocking air pose, you simply need to supply an animation for the character under the "blocking air pose" section, or alternatively, disable air blocking in your game.
About everything else, you may want to take some screenshots of what your global editor looks like under the "Story Mode" tab, it sounds like there's something you may have overlooked that you may have left blank or have set incorrectly.
StriderSpinel wrote:BLOWING UP SOME STEAM (no pun intended)
No indeed, as Steam is by far quite a friendly platform to publish, save for the facts a lot of it's users are quite rude, nowadays, that's the way of the world in a lot of spaces i think. Recently, steam announced that the 32 bit applications for mac won't be available on steam as the new OS is hitting mac computers, so, we need to update... fast!
I've been working on Combate Monero almost two years now, i worked on tzompantli for 4 years... and the updates in platforms and engines are so ridiculously fast, most of the time i can't keep up. Just got an android version of Combate running and the play store told me "sorry, that unity version is old and the API number is 25 when it should be 26" basically all my work wen't to waste as for the new api i have to update the unity, and that means update UFE, and my 1.8.6 UFE is heavily modified (with help from my brother and this forums) and the update process is posible, but is a bit tedious and slow... i've been working a lot on this game, and when i try to push it little more, something is holding me back, and it really makes me angry. I'm sincerely thinking about only updating the windows version and abandon the mac and ANDROID ports, and start a new project fresh with a new UFE, but i don't have the energy or resources to do all over again.
well, that's what's on my mind right now, just needed to blow put some steam. Thanks!
Understandable, something I'd recommend is when you're done updating the Windows version, perhaps you could revisit the idea of making an android version in the future, possibly in a new project, e.g. a spinoff of your game with not as much content so you don't have to redo everything.
If you don't wanna start from scratch with the 3D coding, you can take a look at the code here for making a project similar to Tekken/SC (http://www.ufe3d.com/forum/viewtopic.php?id=57), 3D is actually something that'll be built into UFE sometime in the future so you can also wait until it's officially implemented, and yeah as xFTLxKingPhoenix said, it's possible to have multiple styles of "game modes", you'd just need to make a clone of your UFE Config file and depending on the changes, you'd need to have two different sets of coding.
You could use Control Freak, UFE supports it out of the box.
The default prefab uses tap controls with virtual buttons, but you can customize it to your liking or make a entirely unique set of controls.
http://www.ufe3d.com/doku.php/global:input
https://www.assetstore.unity3d.com/en/#!/content/11562
I see standard has basic networking included, an idea that comes to mind is looking at the code for when you host a match, and implementing the code there for inviting a friend to a game, you'd have to also program in what happens when the person accepts, e.g. on accepting the invite, have that player attempt to join directly to the host's PC and start the game.
dheeraj.emilence wrote:Hello,
i want to ask how to invite my facebook friends to play with me. Like Creating a room and room gets joined by other player.
I don't have 2.0+, but I believe you can accomplish this by first integrating Facebook into your project, making sure the user can actually log in and such from the menu, and if you want to connect to that friend, you could study the matchmaking code and make an alternative version that only accepts connections from the user's group of friends, or a particular friend.
Project-specific things such as playing with Facebook friends are not something that is in UFE out of the box, and is something the end-user has to program.
dheeraj.emilence wrote:Hi,
I am using PUN
https://assetstore.unity.com/packages/t … -free-1786
And i am getting same error "CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster."
I Applied method above but nothing changed. I am receiving same error. Kindly help me out with this.
I tried using PUN 2 but i am getting so many errors there after importing.
Do i need to use PUN 2 or Old PUN
Try using a fresh project with UFE 2 and the old PUN, and the solution listed above and see if it works. PUN 2 may not be supported as of yet.
I haven't brought 2.0 but according to the UFE 2.0 standalone demo, there is matchmaking that is handled by Photon, and this page for converting projects from 1.x to 2.0 (http://www.ufe3d.com/doku.php/global:ne … ting_to_20) shows that you can use either UNet or Photon for handling matchmaking, you don't have to use direct IP connection as the only means of connecting to an opponent.
Things such as ranking systems and friend request systems that you mentioned could be coded in by yourself or with the assistance of third party assets, these are not included out of the box.
Really love the art style and character design. The story sounds interesting too. Excited to see more from this project.
Sounds like things that are built into the engine already, your first request can be achieved by enabling Wall Bounce under Stage Reactions in the active frames of your move of choice, and adjusting the settings until you get your desired results.
Same with the floor bounce, you can adjust the ground bounce properties of your move to fit what you're looking for, as for the person visibly going face first into the floor, make sure your animation fits that description too.
mbhagat wrote:I wish to upgrade if it has support of local match (LAN game using wifi hot spot) without IP typing.
If it works as other LAN game we see in mobile it worth to upgrade for sure.
Taking a look at this page (http://www.ufe3d.com/doku.php/global:network), you won't need to type IP's in order to connect to another user in UFE 2, LAN games can be searched for on the local network via the UI, similar to most other mobile games with LAN support.
immortalfray wrote:Ok so I bought source from sellfy a few years back. Do I still qualify for the discount on the source version of 2.0
Yes. See here:
kokakee wrote:Will u be updating 1.8x with new features?
fo example 2d out of the box? hitboxes like in SF4?
That might be a 2.0 only feature, to my knowledge the 1.x patches will only contain bug fixes and patches to make it compatible with later versions of Unity. Although MMind said if a feature isn't too complex he will put it in the 1.x versions.
http://www.ufe3d.com/forum/viewtopic.php?pid=6659#p6659
Make sure the Render Mode in the Video Player is set to a camera, and not on the default setting which is "Render Texture".
Armor frames allow you to "absorb" a hit, invincible frames basically "hide" your hitbox.
For example, I remember in the old Killer Instinct games, Jago's dragon uppercut allows him to "pass" through enemy projectiles because it had invincible frames.
A way to make a video cutscene for story mode is by using the built in "Video Player" component for Unity but inside of a story mode prefab originally used for texture screens.
Inside the prefab, add the Video Player component in the prefab somewhere, add a new camera (keep it inside the prefab), remove the audio listener in the newly added camera, and for the settings for that previously added Video Player, add your movie file into it, set the camera to the newly added one, and adjust the settings to your liking. Whenever that cutscene is suppose to happen, your selected video will play, instead of just being a regular image background. Don't forget to save the prefab before closing.
The only "bad" thing that could happen is that your animations cannot be mirrored to other characters with different models, but if you have animations unique to each of your characters, then it's okay to use Legacy.
Stickied this post so other users can see easily.
Good work
A user on the forums has gotten this done in their project, check out their methods here:
http://www.ufe3d.com/forum/viewtopic.php?id=1309
Double check that your stage is configured correctly, a video tutorial can be found in the link below, also make sure that under Hit Box settings in the character that their position on the Y axis under transform isn't set below 0.
http://www.ufe3d.com/doku.php/global:stages
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