plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent ed7b223c04
commit fd87a6ffd5
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EXTERNAL FILES
Animations examples for the action system and other elements in the asset:
The action system can be used with any type of humanoid animation. To work on this system, example animations from mixamo were used as placeholders to configure multiple examples of the action system. Due to mixamo animations cant be included on asset, you can find the animations used on these examples on the public repository of Game Kit Controller on github:
https://github.com/sr3888/GKC-Public-Repository
These animations are already with the regular settings applied to work on root motion properly (like rotation based on current pose, loop time, adjust speed, etc…). No extra setting is needed to try these examples.
All those animations and copyrights belong to mixamo. You can get those animations and more at the official website of mixamo:
https://www.mixamo.com/#/
Of course, on this action system, you can use your own animations, from the asset store or any other store or web.
Slice systems used on some elements of the asset:
There are a couple of systems in the asset that uses a slice system for 3d meshes and skinned mesh renders, for the melee weapon system, allowing to cut surfaces and characters, similar to games like metal gear rising. Those systems can be found in the public repository of GKC, which is the same limb from a few lines above.
You only need to import those 2 packages and open the script file called sliceSystemUtils.cs and uncomment all the commented lines on that script, in order to use the slice system. This is not mandatory to be done if you wont use the slice system in any part of your project.

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Follow the steps from the instructions on this file:
https://drive.google.com/file/d/1-dBjwav-uG4lwwN2gxnrbL3Yx2G5zy28/view?usp=sharing

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UMAIgnoreTransformAndChilds : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public List<Transform> childsToIgnore = new List<Transform> ();
[Space]
[Header ("Debug")]
[Space]
public List<Transform> objectsToIgnoreChildren = new List<Transform> ();
public int numberOfChilds;
public void removeChildList ()
{
objectsToIgnoreChildren.Clear ();
numberOfChilds = 0;
}
public List<Transform> getChildrenList ()
{
return objectsToIgnoreChildren;
}
public void setChildrenList ()
{
objectsToIgnoreChildren.Clear ();
numberOfChilds = 0;
for (int i = 0; i < childsToIgnore.Count; i++) {
Transform child = childsToIgnore [i];
Component[] childrens = child.GetComponentsInChildren (typeof(Transform), true);
foreach (Transform currentTransform in childrens) {
objectsToIgnoreChildren.Add (currentTransform);
}
}
numberOfChilds = objectsToIgnoreChildren.Count;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor (typeof(UMAIgnoreTransformAndChilds))]
public class UMAIgnoreTransformAndChildsEditor : Editor
{
UMAIgnoreTransformAndChilds manager;
void OnEnable ()
{
manager = (UMAIgnoreTransformAndChilds)target;
}
public override void OnInspectorGUI ()
{
DrawDefaultInspector ();
EditorGUILayout.Space ();
GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel);
EditorGUILayout.Space ();
if (GUILayout.Button ("Add Transforms To Ignore")) {
manager.setChildrenList ();
}
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manager.removeChildList ();
}
EditorGUILayout.Space ();
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniversalAI;
public class GKCUniversalAIDamageDetectionInterface : healthManagement
{
public UniversalDamageable mainUniversalDamageable;
bool damageComponentLocated;
public override void setDamageWithHealthManagement(float damageAmount,
Vector3 fromDirection, Vector3 damagePos, GameObject attacker, GameObject projectile,
bool damageConstant,
bool searchClosestWeakSpot, bool ignoreShield, bool
ignoreDamageInScreen, bool damageCanBeBlocked, bool
canActivateReactionSystemTemporally, int damageReactionID, int damageTypeID)
{
if (!damageComponentLocated)
{
mainUniversalDamageable = GetComponent<UniversalDamageable>();
damageComponentLocated = true;
}
if (damageComponentLocated)
{
mainUniversalDamageable.TakeDamage((int)damageAmount);
}
}
}

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Controller Documentation 2.4d.pdf
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While finishing the content of update 2.9, the original doc file of this documentation file was corrupted and not being able to recover. But fortunately, I was able to keep a copy on google docs, though most content has been disorganized, some captures are broken and more.
For that reason, I included this old version of the doc. Ignore the first part about first steps and basic used, for that, use the main doc file in the parent of the documentation folder.
The rest of content of this doc is not updated to the current content of GKC and its workflow, but after the release of this version 2.9, I will work in the doc, to organized it better, add the new content and update the previous one with the new elements, changes and workflow improved for all the elements in GKC.
New content will be added and posted in the forum and the discord channel, so stay tunned. The doc in the asset will be included as well.
Thanks for your attention and sorry for the inconvenience.

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ABOUT OLD DOCUMENTATION.txt
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This doc file is to give thanks to all the people that is currently contributing or who has contributed in the past to the patreon of the asset. The support there has been huge and it has a been a really humongous help to keep working on the asset and has allowed me to get elements to improve the asset (from artist to make designs, animations, etc... to hardware for PC parts, a VR kit and more).
So thanks to all of them, not only for their interest in the asset and their purchase, but for the even further support, proving a trust in the asset and its development, which is trully appreciated.
Here a list of these users (if you are some of the previous or present patreons and you notice that you are not in this list or your name is not correct, please, let me know about it and I will fix it asap):
dreawalker
warspawn
spotdot
carlos cespede (Wetworx)
Koodetat
Sylvain MOTTER
David Williams
albertpross
frostedbrain
gerarldolegend
shep
michel
captainxp
rodrigo moreno
wrsurgeon
tgamorris
1rokes
lefti
SuperSteeeeeeeve
cthulhme

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Thank you very much for your purchase and interest in this asset.
I have been working almost 3 years on it, 2 of them while I was studying and working. Now, I am trying to make asset development my work.
So if you have downloaded this asset illegally (or "free") and you find it useful, please, consider to purchase it to support me, so I can keep working on it and bring new content, updates, features, tutorials and more.
For those who would like more direct input into the development of this asset, along with access to development versions please take a look at my [Patreon](https://www.patreon.com/twocubesstudio/overview) page and consider making a small monthly donation (from as little as $1 a month). While I love this work, I do need to eat.
I have planned to work on this asset forever, but this will decide how much time I can spend on it.

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If you use 2018 unity version or higher and when you fire a weapon, it shows an error message, it is due to the new collision detection on unity 2018 and higher.
To fix this, search the projectile prefabs in the project and configure the collision detection to deterministic in those projectiles which uses a different collision detection from discrete.
If the collision detection is discrete, there is no need to change the setting.
This is a bug from unity itself, in other versions like 2017, this won't happen.

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