Any update regarding 2.6.1 release date? I'm starting a new project. So, I'm waiting for it because of unique id issue
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Universal Fighting Engine Forum → Posts by anjumshehzad316
Any update regarding 2.6.1 release date? I'm starting a new project. So, I'm waiting for it because of unique id issue
Thanks alot
Hi, I have a working android game and I'm converting it to webgl for a client but my ufe version is 2.4
In ufe 2.5.1, there is a mention of "Fixed Fuzzy AI on WebGL builds" in change log
How do I do this in my current ufe v2.4?
I can't upgrade as my code is too complicated and undocumented
If anyone can share code that I can use, it will be really helpful.
Or tell me the scripts name that has this improvement
Thanks
It's already enabled. Root motion is still not working
If I disable bake into pose then root motion doesn't works at all.I have checked it in move file too
I have attached fbx files on google drive.Can you kindly check what's the issue?
Bake into pose is enabled.
I have attached screenshot of fbx settings and a video showing the problem on the link above
I have checked existing topics but no solution worked for me
I tried changing Root transform position XZ. Original and center of mass both don't fix the issue
If I uncheck the back into pose, then there's no root motion.
https://drive.google.com/drive/folders/ … share_link
I have shared both FBXs. Any kind of help will be appreciated
Hi,Is there any option available to integrate characters using Play Asset Delivery?
https://docs.unity3d.com/Manual/play-as … ivery.html
Hi, Is there any way to create match locally through wifi/hotspot connection instead of bluetooth/internet?
Also how can direct match be implemented?
Thanks
What I want to do is use one stance for 2 characters with only difference being a special move.
If button 6 is pressed then if it's char1 execute its special move
but if it's char2 then execute it's move
For this I need to find the code right after input
Maybe I should do this in resolveMove?
Hi, can someone point me to the script/function where depending upon input, moves are being selected from stance
I can't backtrace before CastMove().
For example player is about to punch.I want to check whether it's going to hit in the beginning of animation.So,I can trigger slowmotion.
However,easiest but not efficient solution is to just check distance between both characters.
I'm having trouble predicting hitbox-hurtbox collision of that move in advance.I have done the rest
Hi, is there anyway I can predict the final hit and add slow motion just like tekken
https://youtu.be/gDXDFKQ93ZI?t=86
Hi, multiplayer gameplay is lagging.I'm using UDP and below are the current settings of multiplayer
https://drive.google.com/file/d/1uBbnOj … sp=sharing
Thanks.
Working now.I forgot to reply
Still doesn't works. Hitboxes are correct when match starts but once sides are switched they are inverted again
Hi, when I uncheck "Right side mirror" the hitboxes of the character on the right side are inverted.
Any clue what's the issue?
Here's the video: https://drive.google.com/file/d/1mHGshB … sp=sharing
I have imported PUN instead of PUN 2 and this time got rid of the other messages but still when i hit Create Game, this error message pops up:
CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.
UnityEngine.Debug:LogError(Object)
PhotonNetwork:CreateRoom(String, RoomOptions, TypedLobby, String[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1702)
PhotonNetwork:CreateRoom(String, RoomOptions, TypedLobby) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1655)
PhotonConnector:CreateMatch(MatchCreationRequest) (at Assets/UFE/Engine/Scripts/Network/PhotonAPI/PhotonConnector.cs:86)
PhotonMultiplayerAPI:CreateMatch(MatchCreationRequest) (at Assets/UFE/Engine/Scripts/Network/PhotonAPI/PhotonMultiplayerAPI.cs:44)
DefaultHostGameScreen:StartHostGame(Text) (at Assets/UFE/Engine/Scripts/UI_Templates/DefaultHostGameScreen.cs:45)
UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Editor/2019.4.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
https://drive.google.com/file/d/1j30mjZ … sp=sharing
This is my PhotonServerSettings
Please help me out what am I missing here?
Hi,
I am new to Photon. I have Integrated PUN by following the documentation (http://www.ufe3d.com/doku.php/global:network). As expected network option in UFE Global File is enabled and when I click on "Online" button and then click on "Create Game", following errors occurs I have no idea how to get it working.
Operation failed: OperationResponse 230: ReturnCode: 32736 (No auth request during expected wait time). Parameters: {} Server: NameServer
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1669)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:161)
Authentication failed: 'No auth request during expected wait time' Code: 32736
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1711)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:161)
CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.
UnityEngine.Debug:LogError(Object)
PhotonNetwork:CreateRoom(String, RoomOptions, TypedLobby, String[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1702)
PhotonNetwork:CreateRoom(String, RoomOptions, TypedLobby) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1655)
PhotonConnector:CreateMatch(MatchCreationRequest) (at Assets/UFE/Engine/Scripts/Network/PhotonAPI/PhotonConnector.cs:86)
PhotonMultiplayerAPI:CreateMatch(MatchCreationRequest) (at Assets/UFE/Engine/Scripts/Network/PhotonAPI/PhotonMultiplayerAPI.cs:44)
DefaultHostGameScreen:StartHostGame(Text) (at Assets/UFE/Engine/Scripts/UI_Templates/DefaultHostGameScreen.cs:45)
UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Editor/2019.4.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
I noticed one thing.Mapping "Special Moves" doesn't take much size.But "Basic Animation" needs to be mapped(but they take size so I'm not mapping them.I'm mapping only "special moves")
If I check "Use Animation Maps" in character file, basic moves won't work but special moves work
But If I unchecked "Use Animation Maps" in character file, basic moves work but special moves won't work
How can I make it so "Use animation map" option only works for special moves?
Ok I did what you said and size is reduced to kbs but hurtboxes aren't moving with hitboxes in correct position(play mode).They are stuck in ground in the same position.They are working correct in animation preview.
Any solution for this?
I'm trying to implement a cinematic move like rage arts in tekke.I have an animation along with its reaction.Root motion is enabled for both files but I'm still facing issues with it.Sometimes characters are too close sometimes too far.It's root motion isn't working correctly.I'm attaching videos and reference video of animation working correctly
https://drive.google.com/drive/folders/ … sp=sharing
https://drive.google.com/file/d/1_bNzqZ … sp=sharing
This stance file is 1.6mb. You can see it has few moves and I have removed prefab from animation preview.Also no chain links to moves not in stance.
Hi, I don't want characters to standup automatically. They should stand when a joystick button is pressed e.g Tekken.Is there any way to do this in UFE?
Thanks
Universal Fighting Engine Forum → Posts by anjumshehzad316
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