Universal Fighting Engine for Unity 3D

Gameplay demo released!

http://www.ufe3d.com/demo/

New video tutorial (narrated by yours truly) sorry about the accent!

New tutorial! Move Editor Tutorial:

UFE is with a 50% discount on February Madness!
https://www.assetstore.unity3d.com/#/content/13839
You can buy it now for just just $47.50
Promo will end in a week so if you wanted it and thought it was too expensive before, this is your chance!

If you don’t mind me asking, how did you deal with the mechanim issue? As far as I’m aware it’s not possible to change animations programatically with mechanim without some weirdness with setting properties and having the state machine check that property.

Sounds like a huge pain for any fighting game that needs to arbitrarily cancel animations at any point.

Good question =)
I created a tool that can do this actually and added it to UFE:
http://forum.unity3d.com/threads/224315-Mecanim-Control

Following the advice of an unity moderator, I created a system that dynamically swaps the animation files attached to the animator control as well as overrite the animatior control back and forward when I need to mirror animations.

Aaaah thanks for the quick reply. Sounds like a big pain to do haha.

It was definitely an exhausting task =)

Just a little something I’ve been working on :wink:

Bumping because of this.

Thanks for the heads up d3v =)
I’m glad this is growing. I personally helped Jae Lee develop that game and I hope a lot more great examples come in the future =)

I’m currently working on a marvel like physics for UFE and its looking pretty cool. I’ll release a video on that real soon.

Question. I have a concept in my head and I’m wondering if the engine can handle it without tweaking the source code.

Would it be possible to do a custom combo system, let alone an Alpha 2 style one with the existing functionality that UFE has? What about combining these with a stance character?

From what I’ve watched of the tutorials, you would need to set the CC mode as an alternate moveset (i.e. redoing everything but making it so that ever move can be cancelled into every other move/normal), combine this with a stance character, then that would seem to indicate having to create at least 4 separate movesets for that characters (the 2 stances, plus the CC versions of both stances).

I’m glad you asked that. Version 1.0.5 which should come out very soon (I’m hoping by the end of this week) will have a vastly improved Move Link system.
Here is a sneak peak:

This is part of a 10 hit combo link that I’m building for this “Marvel like game” presentation. This emulates the “auto super jump” on UMvC3 by connecting a move that emulates a super jump into a kick that launches the opponent into the air with similar force applied.

Aside from that there is also a new detection system that can work as a counter move. One could potentially make a combo breaker using this feature:

It basically lets you trigger other moves based on the type of move your opponent stroke you with. You can also choose to bypass the hit detection (in case you want to make something like a dodge). Jae Lee made a really good example of that on his video where he mentions “dynamic block/parry system”

But can it work in such a way that a move can only be cancelled into another move during a certain state?

Yes, the states itself is already part of the move requirements on General Options. If the player is not at the correct state the move won’t be linked since it can’t be executed.

I think we’re having a bit of a misunderstanding here. By “state” I mean having the character enter a mode (e.g. X-Factor or Genei Jin) where the properties of moves change. For example, allowing a move to cancel into itself while in this state until meter runs out.

this is looking really really nice. as a new programmer stuff like this is too cool.

Speaking of marvel like physics, I see there will be a Tag Mode. Hype! But here’s the thing. In Marvel you have to hold down the assist to tag. Will there be a way to make it optional to set our own commands for tagging in? I’m pretty use to it since I know my shit, but I always hated it for some reason. Just a pet peeve.

I have 2 more ideas that were probably already mention but, what about DHC’s, Team supers, and snapouts? Or at least making it optional.

This fucking game looks good. Like people were saying it’s something we been hoping to see in a fighting game for a while.

@Mistermind‌
When you do add the rectangular hitboxes, please make sure that they’re not tied to the skeleton. As was mentioned in Anoon’s thread about making a fighting game template in UE4, this is what causes some of the hitbox issues in SFIV.

EDIT:
Also, on a related note, I’ve been meaning to ask. Are the current hitspheres resolved in 2D or 3D? As in, if you do a hurricane kick, do the hurtspheres on the legs rotate around the character following the position of the leg in 3D space, or do they remain on a flat plane?

Amen to that. I fully agree.