VS 2019 will just write an error line and if you go to suggestions, *occasionally* it finds the correct namespace, but often doesn't. I think the more integrations/assets you have the worse it works. For example, you add all the major opsive support integrations (ie. quest manager) and there's more overlapping function names.9a. I'm afraid I can't add that to all the code examples as we are trying to keep them short and to the point, usually small snipperts.
Your IDE should be adding those automatically as you write your code. If not I would highly recommend you use another IDE (visual studio is free and should do it automatically,
I've spent hours and hours trying to get the Third Person Controller to work (the installer for the add-ons was broken when I bought it but it works now at least but there were tons of other issues). Then I had to figure out the obfuscated inventory system and wasted hours and hours. And once all that started working, I broke everything by trying to integrate and learn to make the UIS work. There aren't enough hours in the day for me to even consider the Behavior system yet. But the UIS <**CRASHES all the time**> when messing with item sets and slots and whatsits with the RPG schema. It is very frustrating. I'm using the 2021.3.19f1 unity version and the latest of everything Opsive. Crash. Crash. Crash.
All the crashes, frustrating tutorials, and obfuscated systems, make me feel like this product is just buggy bloatware. I could have created my own controller and inventory system by now and probably had hours of my life back. What good is such a customizable system if only the guy who made it fully understands it? The videos act like you are going to learn to do something from scratch but ALWAYS start pulling in dozens and dozens of premade assets. The early videos act like you are going to be creating an inventory system. NOPE. Just scratching the surface. Do you have to watch six hours of videos to set up an inventory? Because following along it is many, many more hours than six. Not even counting hours of videos to learn the other stuff. Really? It's probably 20 hours of video following time. And once you've done that, you can still walk away unsure on a lot of things. Well, the only thing you can be sure of is that you wasted a lot of time and money.
So far, NONE OF THE OPSIVE PRODUCTS HAVE MADE MY LIFE EASIER - ONLY HARDER. If I didn't have coding experience, I'd have uninstalled and quit this product the first day. I'm just enduring and suffering and hoping it eventually all works and makes sense. But I definitely won't any of these products on my game after this one.
Do you have to watch six hours of videos to set up an inventory? Because following along it is many, many more hours than six. Not even counting hours of videos to learn the other stuff. Really? It's probably 20 hours of video following time. And once you've done that, you can still walk away unsure on a lot of things.
2. In a new project, install and setup all Opsive products you are currently using, and their integrations. Once it is all working and you have verified it is working, change to the Demo scene most similar to your game, save and quit.
In explorer/file manager, go to your project folder and make a copy of the entire project (copy+paste). Rename the copy "Opsive Unmodified." Add this project to Unity Hub. When needed, open this second project and compare things like Nolan and Weapons to your own versions to see what's missing/wrong/different. The original is the one you will work on your own game in.
3. Do the basic tutorials in a new scene called "tutorials." Don't try to do them with your own stuff, do them exactly as they are in the video. This way, if you make a mistake, you know it is a mistake and not something with the model/animation or whatever other custom thing you are using.
4. Before you attempt anything, first do any relevant tutorial(s) then do your own. On the other hand, I wouldn't do all the tutorials. Instead, do one, then do the same thing for your own game scene using your custom models/animations/etc.
I've done at least seven fresh installations with only Opsive products installed along with some models. It always ends in frustration. Changing settings in IUS causes crashes for me. Did you know that you have to change settings to "integrate" it yourself?The inventory system has been on the store for awhile now so it should be stable but there are a lot of different use cases so it's easy to not set something up properly. If you post about your specific problem in a new thread we can definitely help.
I appreciate you taking the time to make such a long post. And I understand that the guys at Opsive work a lot and work hard.What crashes are you getting? I have issues with Unity 2022, but not with 2021, so I'm surprised to hear this. Unity 2022 seems to have more issues in general (unrelated to Opsive). Typically I'm getting errors related to Unity Editor Redraws and Memory leaks.
It's unfortunate you spent time on the CC inventory when using UIS, as UIS almost fully replaces the schema.
Yes, even more-so if you aren't already familiar with Unity. The more customizable and flexible something is, the more complicated. There are very simple assets out there, but you'll realize they don't do what you want them to do (unless your design goals happen to be a 100% match), or they're very incomplete.
For example, I had bought Schmup Boss (side scrolling shooter template) and afterwards realized it wasn't set up to scroll vertically, just horizontally. I asked them to add it to a feature, and they said it wasn't in the list of included features, so I shouldn't have expected it and would have to do it myself.
Every template, for every game engine, you'll run into similar issues. Making a game, even with all these tools, isn't very easy. But it IS manageable.
Furthermore, if you want to do this long term, you will learn things that apply to all games, all engines, and even all templates. For example, in UCC you'll be exposed to (and probably have been already exposed to, but not fully understand)
Prefabs, for example, UIS using GUI prefabs to dynamically create grids.
Object Pooling
Event Systems
Arrays and serialization of those Arrays to the Unity Inspector (Example: Ability List)
Materials system
I can assure you would not be further along without UCC and UIS. Very experienced designers will not use a system like UCC but instead cobble together a bunch of assets (or make their own). For example, they'll stitch together Kinematic Character Controller (which is no longer updated so they might not anymore) which STRICTLY controls nothing but a capsule, with things like Puppet Master, a Camera controller, Emerald AI (behavior pack), Pooling Plus, an Event System asset, etc. All of which is just part of UCC inherently.
I don't always agree with every design decision of Opsive, and I'm at time frustrated by bugs and how it works. But believe me, I own 90% of the game templates on the asset store and it's #1 in this category. The only ones I don't own are some of the ones that cost $500+ like Atavism (MMORPG), or a few that have monthly/yearly subscription costs. By far, what makes Opsive #1 is the support available here by Justin and employees, and by the community here and on Discord. The schmup boss thing would probably have taken the designer no more than an hour to add since it's literally a 90 degree rotation in a few places, and they refused. I saw Justin add an entirely new top-down shooter system because one person was struggling to add it on their own.
Anyways, I'm not trying to sound defensive or like a fanboy, but I want to set your expectations here and also maybe save you money (I have wasted a lot...) Your experience somewhere else, like Inv3ctor or any Vis2k template (like the uSurvival template) will be 10x worse.
The most frustrating part of game design is this initial curve.
I wrote this a bit ago, and most of it is still relevant (I do need to update it here, but am still trying to learn all the ins and outs of the major version change a few months ago).
(v1.2) Getting Started + Tips & Tricks, a Guide by Davion13
Post 1: General Tips & Tricks Post 2: Advanced Tips & Tricks Post 3: Asset Resources (Free & Paid) Post 4: Resources General Tips & Tricks 1. Use 2020.3.(latest) LTS. 2021 is still very much "in development" and it is slower and more prone to crashing. 2. In a new project, install and setup...www.opsive.com
Especially relevant part:
Also, remember that Opsive isn't a hugely profitable company or anything. Justin does most all of the work on UCC, Santiago for UIS, and they have a few other (part timers?) who, to my understanding mostly help answer people's questions.
The last thing I'll say is, while Unity is still the go-to for Indie Devs, and will be for at least 3+ years by my estimation, the company itself has taken a bit of a dive. They've done 3 rounds of layoffs in the last 12 months, they've axed a few important projects, and the CEO's shareholder statements and some interviews have been very out-of-touch. A lot of the latest versions of Unity are horrible buggy messes, and definitely don't use any major versions besides what Justin recommends (which I do believe is the version you are on). Do NOT go to 2022 right now (eventually I hope they'll fix it).
Originally had a big message but just filled with fluff.. I also agree that it would be nice to have playmaker actions added over time.I just made the move from Game Creator 2 to the Opsive platform (UCC, UIS, Behavior Designer). I can program in C#, but I'm very slow. I've been able to pick up PlayMaker very quickly as it has a lot in common with Game Creator 2. The integration with PlayMaker is quite good for the 3 products, but it would be helpful if there were more Actions added over time. An example would be something that let's you check equipped items as this is a common activity you have to do set player stats for attack, defense, etc.
Apart from that, it's a solid suite of products. I've been able to reach functional parity with my GC2 pilot in about a month with Opsive. I've owned the products for years, but I opted for GC2 because Opsive was a bit daunting at the time. Having had another year's worth of Unity development experience, it's much more accessible. I would echo some of the other comments above, that while Opsive has great support, documentation, videos, etc. it's tough to pick up as a novice.