Post by Invector on Dec 3, 2019 23:14:13 GMT
All templates (Basic Locomotion, Melee Combat and Shooter) now share the same version.
This is a big update, all Invector Official Add-ons were also updated!
Here is a simplified map of how the core is working in this version:
So, here are some comparisons of some features that are coming in the next update:
- New Ground detection method, SnapToGround and StepOffSet methods generates a much more stable ground detection, no more flying or jerking around complex meshes
OLD:
NEW:
OLD:
NEW:
OLD:
NEW:
- Improved Ladder System
- Now supports inclined angles
- New ladder model with each step set to 0.5f of height
- Add ClimbSpeed and FastClimbSpeed with an option to consume stamina
- Add New Animations for the Ladder System and better match target to entry and exit
- Add SlideDown option
OLD:
NEW:
New welcome window, you can import the ProjectSettings and different gameplay mechanics from here.
Gameplay mechanics such as topdown, mobile, click to move and 2.5d platform are now separated packages and you can import only what you want to use, there is no need to have all those different features imported if you only want to use a specific gameplay type.
Improvements on the Ragdoll Physics, the rigidbody.velocity affects the transition from controller to ragdoll which generates a pretty cool effect!
OLD:
NEW:
New Jump Physics and option to free rotate while airborne
NEW:
Slide slopes down & sideways control (optional)
This is a big update, all Invector Official Add-ons were also updated!
Shooter v2.5.0 CORE UPDATE & New Features - 02/12/2019
- Project upgraded from 5.6.2 to 2018.4.12 LTS with all the warnings regarding deprecated variables are now fixed
- Big jump from 1.3.2 to 2.5.0 to match other versions of the template
- Add new Welcome Window - Make sure to import the 'ProjectSettings' after you import the package
- Change Mobile, Topdown, 2.5D, ClickToMove and the vMansion examples are now separated add-ons and can be install from the WelcomeWindow/Add-ons
- CORE UPDATE - new methods to Move and Rotate the Character it's now much more fluid
- CORE UPDATE - tpMotor, tpAnimator, tpController, and tpInput was improved and restructured, check the documentation to see the flowchart demonstrating the new structure
- Improved 2.5Input scripts are no longer needed, now you just need to overwrite the methods ControlLocomotionType and ControlRotateType to create new Controller styles
- Improved 2.5Shooter Aim to be more accurate with the cursor position
- Improved ClickToMove with better target selection and collision detection
- Improved Ladder System, now supports inclined angles, new ladder model with each step set to 0.5f of height, add ClimbSpeed & FastClimbSpeed with an option to consume stamina
- Improved components such as generic action, headtrack, ladderAction that previusly had their own updates are now shared with the tpInput update to improve performance
- Improved Debug mode for the controller, new Gizmos for StepOffset and Ground Detection
- Improved Bow animation transitions while aiming
- Improved IK Adjustment Window - New Editor and New way to align weapons > Check the Documentation!
- Add New Animations for the Ladder System and better match target to entry and exit
- Add 'AutoReload' option for Shooter Weapons - automatically performs a reload if there is ammo left
- Add 'DontUseReload' option for weapons that use a single amount of bullet 'xx' instead of 'xx/xx'
- Add transition to Sprint if you're Crouching
- Add 'SprintOnlyFree' option to switch to free locomotion while sprinting
- Add 'UseLeanAnimations' option to use the lean left/right animations while turning on free locomotion, disable it when using a TopDownController
- Add 'RotateWithCamera' option to each LocomotionType (Free or Strafe) to make the character Rotate with the Camera forward while standing still
- Add 'MovementSmooth' and 'AnimationSmooth' values for each LocomotionType (Free or Strafe) to have better control of the smoothness you need when moving the character or the locomotion animation speed
- Add 'SnapToGround' optional to snap the collider to the ground, recommended when using complex terrains or inclined ramps
- Add Roll options such as UseRollRootMotion, UseRollGravity, RollSpeed, RollRotationSpeed and TimeToRollAgain
- Add vAnimatorParameters to manage all the animator parameters and convert string to hash to increase performance
- Add new parameters 'IsSprinting' to the animator to know if the character is sprinting or not (useful to create directional transitions)
- Add new options for the Jump/Airborne you can now use the current Rigidbody Velocity to influence on the jump speed direction
- Add 'Jump and Rotate' to rotate while jump/airborne, 'AirSpeed' to control the speed while jump/airborne, 'AirSmooth' to control the smoothness
- Add 'Velocity Multiplier' option for the Ragdoll, it gets the current velocity of the character rigidbody and applies to the ragdoll when enabled, creating a more realistic transition
- Add 'Falling Damage' option in the Jump/Airborn tab
- Fix Reloading when having ammo in the current clip but no ammo left
- Fix bug when entering the ladder and some animations didn't reset (ex: aiming, crouching, blocking)
- Fix Ragdoll Component not being added when creating a ragdoll, now all the colliders are set to CollisionMode Speculate
- ADD-ON Swimming now has an input to swim up/down, demo scene improved with generic action climb instead of the old system to exit the swim
- Removed XInput.dll from the project
- Removed vCharacterStandlone, use vHealthController instead
- Project upgraded from 5.6.2 to 2018.4.12 LTS with all the warnings regarding deprecated variables are now fixed
- Big jump from 1.3.2 to 2.5.0 to match other versions of the template
- Add new Welcome Window - Make sure to import the 'ProjectSettings' after you import the package
- Change Mobile, Topdown, 2.5D, ClickToMove and the vMansion examples are now separated add-ons and can be install from the WelcomeWindow/Add-ons
- CORE UPDATE - new methods to Move and Rotate the Character it's now much more fluid
- CORE UPDATE - tpMotor, tpAnimator, tpController, and tpInput was improved and restructured, check the documentation to see the flowchart demonstrating the new structure
- Improved 2.5Input scripts are no longer needed, now you just need to overwrite the methods ControlLocomotionType and ControlRotateType to create new Controller styles
- Improved 2.5Shooter Aim to be more accurate with the cursor position
- Improved ClickToMove with better target selection and collision detection
- Improved Ladder System, now supports inclined angles, new ladder model with each step set to 0.5f of height, add ClimbSpeed & FastClimbSpeed with an option to consume stamina
- Improved components such as generic action, headtrack, ladderAction that previusly had their own updates are now shared with the tpInput update to improve performance
- Improved Debug mode for the controller, new Gizmos for StepOffset and Ground Detection
- Improved Bow animation transitions while aiming
- Improved IK Adjustment Window - New Editor and New way to align weapons > Check the Documentation!
- Add New Animations for the Ladder System and better match target to entry and exit
- Add 'AutoReload' option for Shooter Weapons - automatically performs a reload if there is ammo left
- Add 'DontUseReload' option for weapons that use a single amount of bullet 'xx' instead of 'xx/xx'
- Add transition to Sprint if you're Crouching
- Add 'SprintOnlyFree' option to switch to free locomotion while sprinting
- Add 'UseLeanAnimations' option to use the lean left/right animations while turning on free locomotion, disable it when using a TopDownController
- Add 'RotateWithCamera' option to each LocomotionType (Free or Strafe) to make the character Rotate with the Camera forward while standing still
- Add 'MovementSmooth' and 'AnimationSmooth' values for each LocomotionType (Free or Strafe) to have better control of the smoothness you need when moving the character or the locomotion animation speed
- Add 'SnapToGround' optional to snap the collider to the ground, recommended when using complex terrains or inclined ramps
- Add Roll options such as UseRollRootMotion, UseRollGravity, RollSpeed, RollRotationSpeed and TimeToRollAgain
- Add vAnimatorParameters to manage all the animator parameters and convert string to hash to increase performance
- Add new parameters 'IsSprinting' to the animator to know if the character is sprinting or not (useful to create directional transitions)
- Add new options for the Jump/Airborne you can now use the current Rigidbody Velocity to influence on the jump speed direction
- Add 'Jump and Rotate' to rotate while jump/airborne, 'AirSpeed' to control the speed while jump/airborne, 'AirSmooth' to control the smoothness
- Add 'Velocity Multiplier' option for the Ragdoll, it gets the current velocity of the character rigidbody and applies to the ragdoll when enabled, creating a more realistic transition
- Add 'Falling Damage' option in the Jump/Airborn tab
- Fix Reloading when having ammo in the current clip but no ammo left
- Fix bug when entering the ladder and some animations didn't reset (ex: aiming, crouching, blocking)
- Fix Ragdoll Component not being added when creating a ragdoll, now all the colliders are set to CollisionMode Speculate
- ADD-ON Swimming now has an input to swim up/down, demo scene improved with generic action climb instead of the old system to exit the swim
- Removed XInput.dll from the project
- Removed vCharacterStandlone, use vHealthController instead
Here is a simplified map of how the core is working in this version:
So, here are some comparisons of some features that are coming in the next update:
- New Ground detection method, SnapToGround and StepOffSet methods generates a much more stable ground detection, no more flying or jerking around complex meshes
OLD:
NEW:
OLD:
NEW:
OLD:
NEW:
- Improved Ladder System
- Now supports inclined angles
- New ladder model with each step set to 0.5f of height
- Add ClimbSpeed and FastClimbSpeed with an option to consume stamina
- Add New Animations for the Ladder System and better match target to entry and exit
- Add SlideDown option
OLD:
NEW:
New welcome window, you can import the ProjectSettings and different gameplay mechanics from here.
Gameplay mechanics such as topdown, mobile, click to move and 2.5d platform are now separated packages and you can import only what you want to use, there is no need to have all those different features imported if you only want to use a specific gameplay type.
Improvements on the Ragdoll Physics, the rigidbody.velocity affects the transition from controller to ragdoll which generates a pretty cool effect!
OLD:
NEW:
New Jump Physics and option to free rotate while airborne
NEW:
Slide slopes down & sideways control (optional)