Changelog v2.0b HOTFIX 22/11/2016
Changes:
- Improved rigibody movement using OnAnimatorMove
- Improved animation transition from CrossFade to CrossFadeInFixedTime
- Fix bug when hit the button twice or more when starting the action
- Fix jittering while openning the chest on Strafe mode
- Fix MovementSpeed values not working on v2.0a
- Fix vMoveSetSpeed script to handle different moveset ID movement speed separatly
- Fix pendulum prefab missing mesh
- Fix ragdoll reseting at the y = 0 of the world location
- Fix ragdoll creator creating small collider for the head
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Changelog v2.0a HOTFIX 12/10/2016
Changes:
- Fix character locomotion jittering at low frame rates
- Fix links for youtube tutorials
- Fix AI not rolling
- Fix AttackName to trigger customParticles
- Fix Player not hitting the CompanionAI
- Fix Enemy not attacking the CompanionAI
- Improved Jump Physics
- Disable V-icon as lockOnSprite in the HUD
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Changelog v2.0 MELEE COMBAT BIG UPDATE XX/10/2016
Changes:
- New MeleeManager
- HeadTrack improved
- Hitbox improved (single or multiple)
- AI Improved (+Performance)
- AI Actions removed (+Performance Boost)
- ThirdPerson & Topdown now share the same scripts, just change the input
- New Collectable system
- ThirdPersonInput & MeleeCombatInput scripts add to handle Input directly
- Changes in the Core of the Controller
- Animator Controller improved
- HUD improved
- New Action verification (+Performance)
- Extra Move Speed improved for the Controller, non-root motion or root motion with extra speed
- Capsule Collider will not be 'stuck' on walls anymore
Add:
- Equip weapons animations
- New Reaction animations by direction (small upperbody / big fullbody)
- New Recoil default animation
- Weapon Holder feature
- Random Weapon for AI
- New CQC animations
- Chest with collectable items & animation
- Breakable Vases
- vOnDeadTrigger call a event when the character dies
- New weapon examples
- Consumable items examples (health potion, increase health potion, etc)
- New Reaction animations
- Inventory System
- Item Manager
- New MeleeCombat DemoScene
- Events to call when use items (trigger particles, sounds, etc)
- Portal example to change scene with Character, Equiped Weapons & Items
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Changelog v1.3e MELEE COMBAT UPDATE 27/06/2016
Fixed:
- vDragBox Prefab
- EnemyAI not playing the death animation freezing sometimes
Changes:
- New Jump logic using Rigidbody Physics, more stable and smooth behaviour
- New Extra Speed using Rigidbody.AddForce, more stable and smooth behaviour
- New ExtraVelocity method allow better gravity behaviour
- Better transition on Strafe animations
- TurnOnSpot Improved
- LockPlayer bool change to LockMovement, you can access and lock all the player's input
Add:
- HeavyAttack trigger using RT on the 360 controller and '1' on the keyboard
- RandomAttack trigger
- Individual option for extra speed: walk, running, sprint, strafe, etc
- Sprint forward animation add on strafe mode
- Option to activate ragdolls at the Animation State when attacking
- LockMovement bool public on inspector
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Changelog v1.3d MELEE COMBAT HOTFIX 14/06/2016
Fixed:
- GameController Spawning method getting errors or not spawning the Player prefab
- ThirdPersonCamera spinning around the target if too close while in LockOn
- Lock the player extra movement when attacking on strafing or free movement
- Layer 'Player' not auto-assigning on the Character childrens, making the character auto-crouch when add a Ragdoll
- Wrong stamina consuption at higher FPS
- Nullref error when creating a Defense Weapon
Changes:
- CameraInput method being call on the FixedUpdate instead of LateUpdate, much smoothier behaviour
Add:
- TurnOnSpot animations when strafing
- AllowMovementAt variable add on the vMeleeAttackBehaviour, allow the player to rotate during the attacking, more smooth combat gameplay
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Changelog v1.3c MELEE COMBAT SMALL UPDATE 30/05/2016
Fixed:
- LockOn Script now automatically set up the Layer Default for Obstacles
- Error when trying to manually add a TPCamera into a Camera
- Wrong stamina consuption in some cases when rolling, jumping and sprint
Changes:
- Player can now do a quickturn while blocking
- Hitbox collision improved
- Layers fields removed from the vCharacter and add into the vMotor of the Player & AI
- Controller, Animator & Motor scripts revised with new commends and regions for both Player & AI, easier to use and modify
Add:
- Damage Multiplayer option on the Melee Attack Behaviour (Animation State)
- Draggable Boxes
- Dynamic Trigger Action to know if there is a obstacle above or ahead
- Puzzle Boxes Scene showing the new feature
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Changelog v1.3b MELEE COMBAT SMALL UPDATE 15/05/2016
Fixed:
- AI Min Detect Distance not working
- AI Min/Max Time to Attack not working
- Lock-on not working when the Players Locomotion Type is set to StrafeOnly
- Character not droping weapons when dying by ragdoll
- HitRecoil & HitReaction cancels magic attacks
Changes:
- Overhall performance improvements
- Change enemies model for the mobile version
- Sprint unlock for strafe locomotion, just add the animations into the blendtree
- AI detect Magic Attacks Attacker and change the state to Chase
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Changelog v1.3a MELEE COMBAT SMALL UPDATE 11/05/2016
Fixed:
- SphereSensors being created when select the AI prefab
- Lock-on Disable on the V-bot prefab
Changes:
- vDamage has more options
- Update beat'n up scene
- Huge AI improvements on Performance
Add:
- Option to disable turnOnSpot & quickStop animations
- MagicWeapons that instantiate particles
- New weapon magic attack animation
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Changelog v1.3 MELEE COMBAT BIG UPDATE 04/05/2016
Fixed:
- Footstep not working on Unity Terrain
Changes:
- HitRecoil & HitReaction improvements, now AttackStates can trigger a specific hit ID to match animations
- Action detection improved on the AI, now you can select what action the AI can do with the NavMesh Agent AreaMask
- All scripts have the prefix 'v' to avoid conflict with other scripts
- AI Distance to Attack is set up by the weapon now
- Several changes/improvements on the main structure of the Controller/Motor/vCharacter
Add:
- Add Animator Layers with AvatarMasks (left arm, right arm, upperbody, fullbody)
- Hand to Hand Combat
- Two hand moveset option add (drop the current left melee weapon)
- MeleeWeapon now can be Attack, Defense or Both with option to trigger a Defense animation with a Sword
- Add HitboxFrom on the MeleeAttackBehaviour, you can now select from where your attack is comming > LeftArm, RightLeg, BothLegs, etc
- Automatically create Hitbox for hand to hand combat to Humanoid Characters
- HitDamage Particle component to instantiate particles when take damage
- MeleeWeapons can now instantiate a Recoil Particle when hit a wall
- Audio Slots for attacks, defense and recoil on the MeleeWeapon
- TriggerAudio by Animation State
- AI agressive bool option, the AI will chase at first sight or stay passive until you attack him
- SphereSensor on the AI, now you can choose what targets the AI can persue and the max distance to loose the target
- Who the AI can see and attack are separated, ex: Now you can have a Boss that apply damage to his minions but only chase the Player
- Action Layer for action triggers, automatically set up when create a new character
- Enemy VS Enemy
- Companion AI with basic commands (follow, attack, stay, go there)
- Tags & Layers are automatically add into the project
- Health Item example to recover health
- New options for HeadTrack
- Option to mirror animation for Defense
- Add Punching Bag as a example to use the vCharacter with non-Invector Third Person Characters
- Add new Beat'n Up Demo Scene (thanks supneo for the suggestion)
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Changelog v1.2b MELEE COMBAT SMALL UPDATE 02/04/2016
Fixed:
- Nullreference error when start a game with a AI without the MeleeManager Component
- Improve AI behaviour when not using the MeleeManager Component
- Errors in the Mobile demo scene about the footstep (old footstep components attached needs to be removed)
- Fixed hitReaction ID on the EnemyAI
Changes:
- Fixed mobile demo scene errors and update gameobjects
- Add tag "Weapon" into the List Ignore Tags at the Ragdoll component
- Animator State OneHandedSword name changed to BasicAttack
Add:
- Mobile material for weapons
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Changelog v1.2a MELEE COMBAT UPDATE 30/03/2016
Fixed:
- Stop Move method on the Character Controller
- AI fix Max Attack Count and improve Random Attack
- Fixed ChangeScenes buttons on Unity 5.3 or higher
- Fixed Pick up weapons on Mobile
Changes:
- AI Strafe improved
- AI Strafe Sideways with option to swape position
- AI Improve performance and behaviour on actions
- Customizable Hitbox for Attack Weapons
- Defense Range improved on the Shield
Add:
- NEW FootStep System, new method that instantiate audiosources individually and include footstep mark and particles
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Changelog v1.2 MELEE COMBAT UPDATE 15/03/2016
Fixed:
- Character does not go down the stairs
- Mobile Input with delay to move
- Slope limit not working without stopmove layer
- Fixed alerts about loadlevel on Unity 5.3 or higher
Changes:
- Major changes on most of scripts
- Custom editor window with warnings if you don't set up the Layers
- Character Creator window now can create a Character Controller or a AI
- Ragdoll improved with option to die and leave the body, or turn off the rigidbody physics
- Slope limit now make the character slide down the ramp
Add:
- Advanded Enemy AI with Melee Combat and Actions
- Advanced Waypoint System and patrol points
- Advanced Weapon Attack Hitbox with visual assistence
- Collectable Weapons with pick-up/drop option
- Weapon Manager component with easy Handler creator to assist the set up of new weapons
- Weapon Creator window with option to Attack or Defense
- Health Recovery for the Controller and AI
- Optional Health bar HUD for the AI
- Stamina consumption by action
- Action Controller add, you can choose what action your character can make and what input will trigger
- Lock-On target system with switch between target
- GameController with Respawn system, timer to respawn the character or scene and option to destroy the body
- Die animation included with option to turn the Ragdoll on at the end of the animation
- HitReaction & HitRecoil with 3 levels of damage
- Menu window with Helpers like link to Tutorials, FAQ, Release Notes and Updates.
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Changelog v1.1d HOTFIX 17/01/2016
Fixed:
- Character Template missing Animator
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Changelog v1.1c 12/01/2016
Fixed:
- 2 Actions been activate at the same time, causing the Player to glitch between states
Changes:
- QuickStop and QuickTurn now are actions and are located in the Action State on the Animator
- Grounded State remade to handle Strafe animations
- Minor changes at the TPMotor, TPAnimator and TPController to prepare the AI on the next update
- Better transition from Strafe to Free locomotion, and the a smoother Quickturn
- ICharacter Interface created to handle the Ragdoll behaviour for both Player and AI
- Improve the verification for quickStop and quickTurn Add:
- Locomotion Type, now you can choose between Strafe Only, Free Only or Free with Strafe
- Crouch Strafe locomotion
- New Layer for Melee 3 Attack Combo, this layers comes without animations at this version,
but we will add some example animations on the next version,
along with the AI
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Changelog v1.1b 30/12/2015
Fixed:
- Message displaying change of input between mobile/pc when clicking
- Fixed the error about bounds on the FootStep when walking between Terrain and Mesh
Changes:
- TPCamera & HUD isoleted from the controller, now this components are modular and work individually
- Controller now works as a Prefab, can be Instantiated and will automatically find a Camera or the HUD component on the scene
- Culling fade now goes into the character instead of the Camera, also modular just like the Ragdoll of Footstep component.
- Strafe animations re-configured with better transitions
- Several TPCamera improvements of CameraState transitions and Culling
- Improvements and changes into the TPAnimator and TPMotor, now we separated on methods that controls animations
and locomotion behaviour from each other
Add:
- GameController with SpawnPoint system
- Non Root-motion movement add, with separated Directional Movement Speed and Strafing Speed
- Rotate by World bool add into the Controller for better locomotion when playing on Isometric Mode
- List of Ignore Tags for the Ragdoll Component, keep Weapons or Acessories that are children of the Player with the correctly rotation
- New Camera Feature - Fixed Point or Multiple Points (Resident Evil oldschool camera's style)
- Trigger System to change CameraPoints
- New Demo Scene with the V Mansion showing the new CameraMode Fixed Point
- Simple Door example
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Changelog v1.1a 10/11/2015
Fix Bugs:
- On the MobileScene the gameObject MobileControls need to be below the HUD gameObject on the Hierarchy
(otherwise it will stop respond after the ragdoll turn on)
- Fix the Jump behaviour if you jump right on the edge, the character falls and jump again (mecanim issue)
- Fix the trajectory of the jump in case of high value of height and force forward
- v1.1 shipped with a aditional XInput plugin, we removed and now you can export Mobile builds normally
Add:
- The character now can jump while Aiming (just a condition add in the Animator)
- Add 'quick change scene' buttons on the demo scenes
- Add a Camera Fade effect to hide the character when is too close
- Add Clip Plane Margin for better clipping planes to the Camera
- Add InvectorJoystick.cs is just a quickfix to the Square touch area from the CrossPlataformInput to a Circular touch area
- Add the original Standard Assets CrossPlataformInput to improve compatibility with other assets and avoid errors of scripts duplicity
- Add back the AntiAliasing in the Camera
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Changelog v1.1 25/10/2015
Fix Bugs:
- Fix the vibrating upperbody animation when in Aiming mode after the ragdoll was activated (bug found by Chrisb3D, thanks!)
- Fix lockPlayer after roll through the Crouch Area and rarely lock the player on the exit (bug found by tmmandk, thank you sir!)
- Fix minor bug holding shift and enter on Aim mode still drains stamina (reported by Steel Grin, thanks!)
Changes:
- Script "FindTarget" changed to "TriggerAction" and add AutoActions bool
- Major changes on TPCamera script
- Update XInput plugins to the last version with x86 and x86_x64 support
- change CheckForwardAction() and create a CheckActionObject on ThirdPersonMotor
- remove CheckAutoCrouch from the ThirdPersonController and put on ThirdPersonMotor
- improved Culling of the camera
- improved Ragdoll transition when back to player
- improved footstep system syncronization
- improved Ground Detection
- now users need to set up layers manually to improve compatibility with others projects
Add:
- Add float spine curvature to set up how much the spine will curve while on Aiming mode
- Add support to realtime change input to Mobile (thanks to Xander Davis)
- Add support to MFi iOS gamepad (thanks to Xander Davis)
- Add Aiming button on Mobile Touch Controls
- Add AutoActions for TriggerActions automatically do an Action without the need of input
- Add Tag for AutoCrouch (use on a simple trigger object)
- Add FootStep support to Play a specific material on objects with multiple materials
- Add feature Jump
- Add feature Camera Scroll Zoom (Mouse only)
- Add feature FixedAngle on CameraState
- Add DrawGizmos for Debug to verify the Raycasts on Motor (head, actions, stepup, stopmove)
- Add 2.5D Scene Demo
- Add Topdown Scene Demo
- Add Isometric Point&Click Scene Demo
** ALWAYS BACKUP YOUR PROJECT BEFORE UPDATE!**
RELEASE NOTES
I modified the source files, animator controllers and animations, if I update it will overwritten my files?
- YES! You need to always backup your project, save your modifications and delete the Invector's folder before update to a new version.