Why the Updates takes more time on the AssetStore?
They take 5 to 10 days to approve updates, that's their policy.
What's the difference between the AssetStore and vStore?
The difference is that we can upload new assets or updates as soon as they are ready to go and release instantly, you will receive an email with a download link.
Other then that is basically the same thing but only with Invector assets, you can create an account and login to check your purchases or download them at any time, payment is made with Paypal and totally safe.
After more than 1 year building up a solid base with the Basic LocomotionTemplate and the Melee Combat Template we finally publish our most requested template.
Invector's Shooter Template is inspired by AAA shooters and includes all the features of the Basic & Melee template, plus:
Projectile bullets with trail renderer
Melee attacks for fire weapons
Advanced damage based on distance & velocity
Decal for projectiles based on tags (different materials)
Advanced Scope View
Aiming System with dispersion, range, shot frequency, recoil, etc...
Particles to emit on the attack
Next updates will bring:
- Throwing objects with Trajectory system (grenade, bottles, etc..)
This is so great... I've been fighting with all the other TPS controllers and really disliking them. Just looking at the way this stuff works gives me way more confidence that this will finally be the one I need vs. just building my own... Even just looking at the weapon script it makes perfect sense, unlike others where I'm digging through multiple scripts or paging down the Inspector on billions of options I probably don't need...
Looking good, very excited and eager to finally get this in my hands.
Obviously in the first image there is still some foot sliding/imprecision with placement of feet relative to turning. I wonder if it would help it you could use root motion to do the foot and lowerbody rotation, inferring it from mouse input or whatever, and have upper body rotate to aim via IK (I see hand IK on the script). Some twist in the torso should be allowable.
Also, hopefully the location/orientation of the weapons stored on the back, hip, etc are all easily modifiable on a case by case basis. In my previous system I had weapon models on the hand and duplicates in the holster or on the back,etc, and I just activated or deactivated one of the game objects depending on whether it was equipped or stowed. This way I could tweak the precise location of the stowed model to better fit in holsters, scabbards etc. Also they didn't have to be the same actual model, it could be a lower poly version, or more importantly, an unrigged (non aninimated) version with no scripts on it. People might also want to put physics on the stowed version so it bounces around a bit, or even use a sling with rope physics.
Obviously in the first image there is still some foot sliding/imprecision with placement of feet relative to turning.
I plan on using FinalIK's grounder either way, there are cheaper solutions too like Ootii's Bone Controller that can also do this. Personally I don't expect Invector to get all these details perfect, I'm more excited to have the overall controller be something more usable than everything else I've tried (and gauging from the Melee and Basic demos, and this preview it will be). I've bought almost every other controller (Opsive TPC, Elegans Intense TPS, deprecated abandonware like Third Person Shooter Template). They all have things I like and dislike, my main problem is their designs are unreliable -- Switch out the character they provided and everything breaks. Try to swap out their IK for FinalIK? Everything breaks. This is probably to do with overdesign and too many set up assignments and variables and if you don't hook back up 50 different things exactly as they intended per their setup, the controller won't even work. Point is I'm willing to overlook things like feet slide if I can have a controller that doesn't break in 50 different ways just by swapping the character mesh out, or doesn't require me to go through a 120 step process to set up a new weapon. I'm also willing to forego extra features or details until future versions so long as the basic controller stuff is rock solid reliable and works, and doesn't break when I put my own content in it. The other controllers are so, so bad about this... The only thing that has kept me from creating my own is that from everything I've seen it looks like Invector is going to do the job right. :-)
Also from playing Melee and Basic demos it just has a much more rock solid feel that I'm going for... The way the other controllers play is... Clunky. This stuff feels solid like Gears of War or Metal Gear. If you've played with the other controllers or even their demos, that's not the case for them... Meaning even if I could get them to not break all the time, I've got to rip them apart and change them just to get basic interaction feeling more solid... If an asset requires me to do this, I might as well just make my own.
Very much looking forward to not having to do that. :-)
Just this preview alone looks quite a bit more solid than some of the other "finished" controllers I've purchased.
I'm willing to have fewer features (at least in the first versions) to have better tested, simpler content replacement -- make sure other character models are easy to put in and don't break the controller, same for weapons, etc. Extra features are irrelevant to me if I find the controller unusable because of issues with any other content besides what the asset creator provided. This is a huge problem with a lot of systems on the store... If you use their content in exactly the way they intended, it works fine... But try anything different and it all breaks. Most of the assets I've abandoned for something else have been for that reason. I collect a lot of assets and this is probably the #1 problem I see.
To add insult on top of injury with that, when you email the authors they're like, "I don't know what's wrong with your content, the default content we provided works fine so it must be your stuff." I've gotten this response even after testing like 5-6 other character models from different sources and having them all break the controller in the same way. This tells me that they didn't test content swaps and/or just don't really care.
This is the standard by which I've judged the other controllers. And anyone can do this -- Just try putting 3-4 different character models in, or other content/features, and watch their systems fall apart. As if replacing the content isn't going to be the first thing that people try to do! ;-)