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2D Game Kit Beta

Discussion in 'Community Learning & Teaching' started by Aurore, Dec 21, 2017.

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  1. Aurore

    Aurore

    Director of Real-Time Learning

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    Hello one and all!

    The Content Team at Unity have been working on something we like to call a ‘Game Kit’. This is the first of two projects, one in 2D and one in 3D. This particular release is the Beta of the 2D Game Kit.

    You can find it here!

    What is a Gamekit?

    A project designed for non-programmers be they artists, designers or anything in between. It’s a collection of gameplay elements, tools and systems so that gameplay can be hooked up without any code. We’ve also created a small game example using this system.


    What is it for?

    We’re trying to provide non-programmers and beginners a little more agency in the Editor without needing to code, while hopefully allowing them to get more familiar with how Unity works.


    Why is this a Beta and what do you want from us?


    We’re planning on launching this at the beginning of next year, with the 3D version to follow shortly after. We’d like some more testers on this to see if the gameplay is working and to catch any edge cases that might occur when building some levels with it.


    Let us know if you’re encountering issues with any of the tools, events etc. Additionally in your post can you let us know what your level of experience using Unity is.


    Known Issues

    After importing from the Asset Store, console errors will appear about the wrong version of C#. To clear these, close the editor and reopen the project, the errors will be clear and you can now use the project.

    We’re aware of a few issues in this project already;


    • If you die in Scene 4, some audio starts playing that is unrelated to death.

    • Load times between scene are really long.

    • Making steps with multiple nodes with moving platforms and pressing play may make the path go in diagonals.
     
    Last edited: Dec 22, 2017
  2. Kamil-Sobierajski

    Kamil-Sobierajski

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    Wow. Nice things. Nice to experiments, and test.
    Good job.

    But I have a small issue.
    "
    Assets/Scripts/Utility/PrewarmDirector.cs(12,42): error CS1061: Type `UnityEngine.Playables.PlayableDirector' does not contain a definition for `RebuildGraph' and no extension method `RebuildGraph' of type `UnityEngine.Playables.PlayableDirector' could be found. Are you missing an assembly reference?
    "
     
    Soracle and BigDave641 like this.
  3. eses

    eses

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    This looks great! Like Prince of Persia meets Another World meets Valerian... and little bit of Tomb Raider.

    Possible bug:
    When transitioning from screen to screen where transition is on the left side of screen, character will face left after fade in like it should, but the first laser shot will default / fire towards right. This happens at least when exiting outdoor level area near statue towards left.

    Assets; Tileset / Tiles_Alien folder ...not sure if it's intentional, but there are many tiles without sprites.
     
    Last edited: Dec 23, 2017
  4. kelfire

    kelfire

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    First off, I wanna say amazing project. It has all the game mechanics used in a 2D platformer/shooter. The project even include extra like a behavior tree implementation, and an inventory system.

    Second, there seem to be a huge performance issue related with the tilemap system. Having a lot of tiles within the vicinity of the main camera cause huge performance drop. I was able to build two test cases, one where there were hundred of tiles on screen at once, and the other with only 3 tiles. The difference was 17 fps for the tile-densed area, and 150 fps for the 3-tiles area. I am not sure why have a dense tile area would cause performance issue in this project. I used the tilemap system in other project and the performance is stable even at greater tile density.

    Third, there seem to be a huge input latency issue. I not sure if it is related to the tilemap performance issue, but the game can feel slow and unresponsive even when the editor is reporting 60+ fps.

    I am using Unity 2017.3.0p1.




     
    Last edited: Dec 23, 2017
  5. Aurore

    Aurore

    Director of Real-Time Learning

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    Thanks for reporting, can I ask what version of Unity are using and what the repro is for this to occur? Is it immediately on pressing Play or do you need to have triggered something?

    Thanks! for this, as with all the bugs I will have the dev team look at these when they're back from holiday break!

    Thank you kelfire, we'll try and repro this and find the cause.
     
  6. seldom

    seldom

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    Would be cool if this supported WebGL. The editor either throws errors or crashes during builds.
     
    beard-or-die likes this.
  7. Prog-Maker

    Prog-Maker

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    Cool Asset.
    Really unusual asset.
    A full-fledged adventure with secrets and a leader - an enemy at the end of the game.

    I'm joining kelfire. there are performance problems. I watched a strong fall in FPS.
     
  8. Prog-Maker

    Prog-Maker

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    InventoryItem.cs conflict with Corgi Engine InventoryItem.cs
     
  9. borkbork

    borkbork

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    Super stoked to try this out, Kudos to the Unity team for this! But I updated to the latest Unity, updated all my assets, downloaded the game kit and imported it to an empty project, closed and re-opened Unity and this is what I get. Everything is red, when pressing play I get no menu in the Game window. I do see some particle animations, but thats it.

    Any ideas?

    red.png
     
  10. Prog-Maker

    Prog-Maker

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  11. RoyalCoder

    RoyalCoder

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    Nice asset, I want to try it, but I get a bunch of errors like this:

    Assets/Scripts/AI/BT.cs(20,63): error CS1644: Feature `expression bodied members' cannot be used because it is not part of the C# 4.0 language specification

    *I tried a lot of fixes, nothing worked :(

    Any ideas? thx
     

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  12. Frankorz

    Frankorz

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    Just try re-import the project or re-open the project
     
  13. RoyalCoder

    RoyalCoder

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    Hi @Frankorz ,

    I tried this solutions, the problem still :( .
    Thx
     
  14. hakankaraduman

    hakankaraduman

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    same problem here
     
  15. Lars-Steenhoff

    Lars-Steenhoff

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  16. borkbork

    borkbork

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    Upgraded to p1 and I'm still getting this. Any ideas?
     

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  17. JamesB

    JamesB

    Unity Technologies

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    @D0R1N @hakankaraduman This error is caused because we used experimental scripting runtime. This can be changed in Edit > Project Settings > Player Settings > Other Settings > Configuration > Scripting Runtime Version. Changing this should get rid of the error. If it does not immediately fix it, delete the Library folder of the project and all solution files then reimport all assets. Please note that for the next release we will be going back to the stable runtime and so this step won't be necessary.

    @borkbork That is an extremely weird bug and I'm unable to repro it. Is there anymore information you can give me about the bug? Is everything red in all scenes? If you zoom out the scene view a very very long way is everything still red?
     
    RoyalCoder and hakankaraduman like this.
  18. JamesB

    JamesB

    Unity Technologies

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    @Lars-Steenhoff This falls outside of the scope of what we wanted to do with this kit so unfortunately not.
     
  19. Smoole

    Smoole

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    @JamesB It would be cool if you add support for slopes, the character controller is great but is missing slope support which would be great.

    Is it in your plans for this project at least? If not, any help on how to do it using the 2D Game Kit character movement code?
     
    Last edited: Jan 7, 2018
  20. JamesB

    JamesB

    Unity Technologies

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    @Smoole We aren't planning on including slope support for this project.

    I can give you some pointers on dealing with slopes but how precisely they are dealt with varies wildly depending on exactly how the character should behave. The first thing to do would be use the existing character controller code to store the normal of the ground when checking for whether or not the character is grounded. The code currently uses two raycasts to check for grounded so you will need some logic to determine which normal is stored or if it's an average of both normals. Use the stored ground normal to rotate the movement vector so that movement is along the surface of the ground. As for exactly how you do the ground normal calculation and how you rotate the movement vector, that's down to your specific case but there are loads of resources of information on how to do these things so finding them shouldn't be a problem. I hope this helped.
     
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  21. Lars-Steenhoff

    Lars-Steenhoff

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    I have noticed some lag in the tile mapper painting operations, I don't know if this is normal or should I file a bug report?

    See in the video the tiles that I have selected and want to paint with they stay behind the mouse often and it seems slow, hardware is 2016 MacBook Pro with 10.13.2 and 16 gb ram.

     
  22. JamesB

    JamesB

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    @Lars-Steenhoff could you please file a bug report? It's unlikely that it's related directly to the gamekit but I'm sure the 2D team would be very interested! Thanks.
     
  23. Smoole

    Smoole

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    @JamesB I just want the character to not slide if standing still or moving in a slope and that the character doesn't jump when going down a slope. I'm sorry but I can't find anything on how I can do that in 2D Game Kit :/

    I'm a beginner, sorry.
     
  24. Lars-Steenhoff

    Lars-Steenhoff

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    The way unity works is that you are expected to roll your own code or have acces to a programmer, I'm not a programmer so I can understand your difficulties @Smoole.
    The way I have overcome this is to use playmaker and to use assets like rex https://www.assetstore.unity3d.com/en/#!/content/92333.
    That have build in support for slopes.
     
  25. JamesB

    JamesB

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    @Smoole No worries. Like I said, you need to adjust how grounded works. First step is to take a look at the CharacterController2D script and understand how it works. It uses two raycasts down from within the capsule collider - one on the left one on the right. For slopes right now, it's unlikely these will both hit the ground unless it is at a very slight angle. So you will need to adjust when the character is grounded. The best way to do this off the top of my head would be to adjust the distances of the raycasts based on the normal that you have found (as i described in my last post). Once you have adjusted these then your character will behave as if grounded. The next step is to adjust how movement is applied once grounded. You will need to rotate the characters movement vector by the same amount that the ground normal is rotated from Vector3.up. Google something along the lines of "rotate 2D vector Unity" and you should get a bunch of hits.
     
  26. dogeAngelee

    dogeAngelee

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    In Zone 4 I got stuck between a moving platform and the wall. MC was doing the "falling" animation and pressing all the buttons to try and get unstuck didn't work so I had to restart the game. Also in Zone 4, can the blocks you drop in the acid move? I feel like I pushed the second block when I tried and failed to jump to it and it pushed it a little further away. I tried that jump many times but I think it was just too far away after I pushed it but it might have been my imagination.
     
  27. JamesB

    JamesB

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    @jeungwi Which moving platform did you get stuck between? Can you send a screenshot? I suppose you might theoretically be able to move one of the blocks after it's floating in acid but in all our play testing we've not come across this as a bug. Could you tell me exactly what happened?
     
  28. Noodles_yummy

    Noodles_yummy

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    Hey guys, I'm a complete total noob at Unity, no training other than a camp two years ago and some YouTube videos. I saw this and it seems kinda like a template for people that don't wanna code? I'm one of those people lol, so I'm wondering how I can use this to replace all the art with mine and make a new story. I used code from the asset stores to make my game so far (just walking and some dialogue + a little bit of my own script) and I think maybe that's the reason why I'm getting all these compiling errors? It worked before I imported the GameKit assets, so I was kinda hoping one of you guys could give me some pointers or at least a place to start on how to turn this game into mine. I really really wanna make this game but again, I suck at coding. Sorry, I know it's a lot to ask, but if anyone could help me a little, I'd be super grateful :)
     
    wvazquez216 likes this.
  29. S_Winx

    S_Winx

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    Hi.

    5 level is very large - 2Gb in .resource file after assembly, 2.9Gb in the build... :eek: But the whole folder "Assets" takes about 500Mb!

    And at the cutscene of the appearance of the boss, my computer turns into a pumpkin - only 0-2 fps (i5-2.3 Sandy Bridge/GF540 1Gb/4Gb RAM/Win 8.1x64). I can not understand what this is all about :confused:
     
  30. rahuxx

    rahuxx

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    tutorial for this out already?
     
  31. jyolyu

    jyolyu

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    non of the text in the dialogue boxes/any UI involving text mush pro is visible?
     
  32. S_Winx

    S_Winx

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    There font without the possibility of localization. Only latin characters.
     
  33. Prog-Maker

    Prog-Maker

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    Yes, there is such a bug.
     

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  34. JamesB

    JamesB

    Unity Technologies

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    @Prog-Maker This issue has been fixed and shouldn't appear in the full release of the kit.
     
  35. WanderingKazuma

    WanderingKazuma

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    What kind of license is on this gamekit? Can we use in commercial products or is this limited to a learning environment use only?
     
  36. Aurore

    Aurore

    Director of Real-Time Learning

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    You are free to use the Assets from these in any project and release that project afterwards, the only thing we frown upon is a complete rip of the entire project.
     
  37. AntonVazhinsky

    AntonVazhinsky

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    Simple fix for camera:
    camera fix.png
     
  38. WanderingKazuma

    WanderingKazuma

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    I see that CapsuleCollider2D is being used for Ellen's collision detection, but was there a specific reason that her crouch height on the CapsuleCollider2D is 1.25 instead of 1? I'm wanting to modify, but wasn't sure if modifying would break something more important.
     
  39. Aurore

    Aurore

    Director of Real-Time Learning

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