Hello, I'm new here obviously, I bought the TPC a couple weeks ago on a whim just to play around with it, the first day I was completely overwhelmed
with it, by the end of the week I had modified the hell out of it making it nearly completely unrecognizable. I was very quickly able to bring in my personal models, skinned mesh equipment and weapon models, animations and add attributes threw the attribute manager like stamina that effects many other abilities such as swinging a bat or running and many many other things. I'm a 3d artist and not a programmer but I can code a little and I can normally read threw code like on the TPC controller and figure out what its doing and modify it or make it do something little different.. I believe I touched on nearly every part of the character controller and had little to no real problem, this is a fantastic product and I'm gonna review it from my personal scope soon.
this brings me to the UIS, by chance about a week after I bought the TPC I got an email from unity, I clicked on it and it brought up Opsive UCC and UIS
and I seen UIS for the first time and realized that it was made by the same people.. I had a look and seen it said that an integration also made by Opsive was available and after watching the video for the UIS I bought it immediately. I had no plans to use UIS on its own for anything I was only interested in the integration with TPC, again I was overwhelmed but after a couple days messing around with it, I had figured out and had working nearly everything, I read threw the documentation I set the integration up, created the data base, added a weapon I can equip threw the UIS added a consumable item, added a skinned mesh equipment item that can be equipped and works, I played with changing the inventory layout and design and everything was going kinda great until I wanted to make an equipment item (in this case a Jacket) modify the TPC Attribute (in this case Health.MaxValue) when equipped and un-modify it when unequipped. Im the kinda person that doesn't ask for help often in life, I will fight push and pull until I figure out an issue, I had many issues with TPC and UIS, and I went to work to fix those issues by spending time in the documentation & watching the videos or looking threw the code literally whatever it takes. the both of these products have selling points that these can be used by non programmers in the case of the TPC, I agree 100% their is enough information (documentation and Videos) on nearly all the systems and features that you really should be able to work out most problems you come across
but the UIS not so much. lets take for instance, in the video for the UIS and the DEMO you can change stats when equipping gear, but in the integration this isn't touched on at all, and after searching I end up with statements from Opsive like, (the UIS is an inventory system and a Stat system is out of scope) I actually agree with that.. but here lies the issue, the video feels bit misleading when you show the system modifying stats which is whatever I guess, but as a artist, this Inventory system is completely useless to me, because in the scope of the integration I expected at the very least a working example of how to use the inventory and not just set up an item that changes the appearance of a character and nothing else. with just TPC I was able to get skinned mesh equipment working that when the character collided with the equipment he would put on automatically and that equipment could modify an attribute stat and un-modify when I put something else on.. with UIS I pick up the item in an inventory and I can equip it and it appears and works great, but I can not find any information anywhere about how I can get the item attributes values so I can apply them to another variable somewhere else in the code, I can't even figure out how I can even tell when that item is equipped / unequipped(outside the visual inventory icon) in code so as to know when or where I can inject my own code to change
other variables, I have tried using the itemActions themselves, I created new item actions just to see if I could change something like an TPC Attribute.MaxValue when equipping an item and I did get this to work but its a terrible solution that I believe just shouldn't be done. I am beyond stressed out with this problem, and the lack of a simple example I just can't work threw it.. I just want to be able to know two simple things, how can I tell when an item that is not a weapon (I understand how to use the shootable weapon binding and the item attributes to change things on the weapons) is equipped, what that code looks like and how to then get a Item Attribute from the UIS item.. a simple modify say the single attribute TPC comes with Health on equip and Unequip in the UIS, would go along way for me. I don't need or care about stats, if I can figure this out I can write my own stat system because Ill know how to effect them when I equip an item and be able to use the item attributes to set those values..
UCC has a great attribute system its very powerful easy to use and just plain cool, it just seems to me that the integration with UIS should have a example of at the least changing one attribute on equipp/unequip of one item so people like me have a way forward.
I'm so sorry for this post lol I think both of these products are ACES. truly cool engineering. I'm just frustrated.
Ive only ever bought art tools, like Gaia, I'm not making a game and I don't intend to try making a game, I'm just that guy
that makes alot of cool art and wanted to just play around with it with little more then what I get from modifying the unity character controllers
like I have done for years.. this problem of mine, I know Is a Me problem, you guys are good at what you do and you could do this with your eyes closed
but for me everything I do with code comes at a huge effort which is why TPC is so cool, I feel like I can make the controller do anything I want it to do.
with it, by the end of the week I had modified the hell out of it making it nearly completely unrecognizable. I was very quickly able to bring in my personal models, skinned mesh equipment and weapon models, animations and add attributes threw the attribute manager like stamina that effects many other abilities such as swinging a bat or running and many many other things. I'm a 3d artist and not a programmer but I can code a little and I can normally read threw code like on the TPC controller and figure out what its doing and modify it or make it do something little different.. I believe I touched on nearly every part of the character controller and had little to no real problem, this is a fantastic product and I'm gonna review it from my personal scope soon.
this brings me to the UIS, by chance about a week after I bought the TPC I got an email from unity, I clicked on it and it brought up Opsive UCC and UIS
and I seen UIS for the first time and realized that it was made by the same people.. I had a look and seen it said that an integration also made by Opsive was available and after watching the video for the UIS I bought it immediately. I had no plans to use UIS on its own for anything I was only interested in the integration with TPC, again I was overwhelmed but after a couple days messing around with it, I had figured out and had working nearly everything, I read threw the documentation I set the integration up, created the data base, added a weapon I can equip threw the UIS added a consumable item, added a skinned mesh equipment item that can be equipped and works, I played with changing the inventory layout and design and everything was going kinda great until I wanted to make an equipment item (in this case a Jacket) modify the TPC Attribute (in this case Health.MaxValue) when equipped and un-modify it when unequipped. Im the kinda person that doesn't ask for help often in life, I will fight push and pull until I figure out an issue, I had many issues with TPC and UIS, and I went to work to fix those issues by spending time in the documentation & watching the videos or looking threw the code literally whatever it takes. the both of these products have selling points that these can be used by non programmers in the case of the TPC, I agree 100% their is enough information (documentation and Videos) on nearly all the systems and features that you really should be able to work out most problems you come across
but the UIS not so much. lets take for instance, in the video for the UIS and the DEMO you can change stats when equipping gear, but in the integration this isn't touched on at all, and after searching I end up with statements from Opsive like, (the UIS is an inventory system and a Stat system is out of scope) I actually agree with that.. but here lies the issue, the video feels bit misleading when you show the system modifying stats which is whatever I guess, but as a artist, this Inventory system is completely useless to me, because in the scope of the integration I expected at the very least a working example of how to use the inventory and not just set up an item that changes the appearance of a character and nothing else. with just TPC I was able to get skinned mesh equipment working that when the character collided with the equipment he would put on automatically and that equipment could modify an attribute stat and un-modify when I put something else on.. with UIS I pick up the item in an inventory and I can equip it and it appears and works great, but I can not find any information anywhere about how I can get the item attributes values so I can apply them to another variable somewhere else in the code, I can't even figure out how I can even tell when that item is equipped / unequipped(outside the visual inventory icon) in code so as to know when or where I can inject my own code to change
other variables, I have tried using the itemActions themselves, I created new item actions just to see if I could change something like an TPC Attribute.MaxValue when equipping an item and I did get this to work but its a terrible solution that I believe just shouldn't be done. I am beyond stressed out with this problem, and the lack of a simple example I just can't work threw it.. I just want to be able to know two simple things, how can I tell when an item that is not a weapon (I understand how to use the shootable weapon binding and the item attributes to change things on the weapons) is equipped, what that code looks like and how to then get a Item Attribute from the UIS item.. a simple modify say the single attribute TPC comes with Health on equip and Unequip in the UIS, would go along way for me. I don't need or care about stats, if I can figure this out I can write my own stat system because Ill know how to effect them when I equip an item and be able to use the item attributes to set those values..
UCC has a great attribute system its very powerful easy to use and just plain cool, it just seems to me that the integration with UIS should have a example of at the least changing one attribute on equipp/unequip of one item so people like me have a way forward.
I'm so sorry for this post lol I think both of these products are ACES. truly cool engineering. I'm just frustrated.
Ive only ever bought art tools, like Gaia, I'm not making a game and I don't intend to try making a game, I'm just that guy
that makes alot of cool art and wanted to just play around with it with little more then what I get from modifying the unity character controllers
like I have done for years.. this problem of mine, I know Is a Me problem, you guys are good at what you do and you could do this with your eyes closed
but for me everything I do with code comes at a huge effort which is why TPC is so cool, I feel like I can make the controller do anything I want it to do.