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Ruals Syarif
Indonesia
Приєднався 28 бер 2016
Here I share scripts, tools, integration with cool stuff as part of my journey path to deepen knowledge related to game , immersive development and related technology with UNITY.
MSK 2 - WIP using Ready Player Me & Photon Fusion 2 Advance KCC Sample Startup
#unity #photon #fusion #multiplayer #readyplayerme #gamedev
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Відео
MSK 2 - WIP using Ready Player Me & Photon Fusion 2 Advance KCC Sample
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I've had the MSK #unity update running with #PHOTON #FUSION 2 and integrated Avatar Creator from #ReadyPlayerMe for almost a month now. Since then, I've been keen on adding more and more extra features, starting from first to third person view change at runtime, head bob, surface-based footstep, emotes, health and stamina systems including pickups, to examples of Patrol and wandering AI spike c...
[WIP] VRoidHub runtime VRM models using VRoidSDK
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Initial test for spawning VRoidHub runtime VRM models using VRoidSDK . #vroidhub #vroid #vroidstudio #VRoidSDK #madewithunity #gamedev #indiedev #wip
#3 Photon Fusion BR200 with Ready Player Me | Runtime Avatar Setup
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Hi friends! In this third part of the BR200 with Ready Player Me series, we will be setting up the BR200 to use the Ready Player Me runtime avatar. Let's get started and follow along! Get all dependencies: Ready Player Me Unity SDK 📥 docs.readyplayer.me/ready-player-me/integration-guides/unity/quickstart BR200xRPM simple bridge 📥 ruals.itch.io/photon-br200-w-ready-player-me-runtime-avatar Impor...
Change to WebGL | Simple UNITY Multiplayer with Photon Advance KCC and Ready Player Me
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Hi friends, in this video, we will try to change our target platform to WebGL, which integrates the Ready Player Me Avatar Creator. In case you missed it, this video is a continuation of Part 1 🎬 ( ua-cam.com/video/fdNNUrTUOII/v-deo.html ), where we started this project. Okay, let's follow... Dependencies: Ready Player Me Avatar Creator WebGL Example 📥 github.com/readyplayerme/Unity-WebGL-Examp...
#2 Photon Fusion BR200 with Ready Player Me | Change Default Character w Compatible Model
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Hi friends, continuing this BR200 with Ready Player Me series. This time, before diving deeper into customizing the character with Ready Player Me Avatar. It's a good idea to start with the simplest approach first, to get a better look of which components need to be updated and what needs to be adjusted by changing the default character with a compatible character model. Compatible Character Mo...
Simple UNITY Multiplayer with Photon Advance KCC and Ready Player Me
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Nah, 🤭honestly, it took me a few days to complete this integration (Of course, you can install and use it in just a matter of minutes.) in between my busy schedule. I had to change methods several times to synchronize player data, starting from using just PlayerPrefs, classes, all the way to Scriptable Objects. Not to mention the difficulty of debugging WebGL functions in Unity. 🙂 But I've lear...
[WIP] #4 Photon Fusion Advanced KCC with Ready Player Me | Final Testing
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Doing final testing for both PC and WebGL Build after adding few additional features. hope can release it soon. Meanwhile, you can also test it out here: ruals.itch.io/multiverse-sk *The demo still using Demo RPM Avatar Creator subdomain and free 20 CCU Photon Apps, please expect some limitation. #madewithunity #multiplayer #photon #readyplayerme #tutorial #gamedev #wip
#2 Simple UNITY Multiplayer with PHOTON FUSION ADVANCE KCC | Change Model it's Easy
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I assume you have successfully installed what is in part 1 ua-cam.com/video/cJzSUGjhca8/v-deo.html . Continue our progress, here we try to replace the character with another model that we want. As an example, I use Free assets from Synty Studio. Content: 00:04 - What you will get. 00:15 - Get Free Polygon Starter Pack. 00:43 - Import Polygon Starter Pack. 01:32 - Prepare Folders. 01:59 - Setup ...
[WIP] #3 Photon Fusion Advanced KCC with Ready Player Me | Runtime Avatar Sync
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Progress in sync Ready Player Me Runtime Avatar in WebGL with Photon Fusion Advanced KCC, following my previous post here ua-cam.com/video/cJzSUGjhca8/v-deo.html #madewithunity #multiplayer #readyplayerme #photon #gamedev #unity
#1 Photon Fusion BR200 with Ready Player Me | Setting up BR 200 Project
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Hello friends!! This time, I am excited to share the first part of "Photon Fusion BR200 with Ready Player Me" runtime Avatar. In this part, we'll get through the setup process of the Photon Fusion BR200 project. So, without further ado, let's get started! Content 00:04 - What you will get. 00:14 - Get Photon Fusion BR 200. 00:38 - Add IL2CPP Module. 00:52 - Create Project. 01:19 - Change Input ...
[WIP] #2 Photon Fusion Advanced KCC with Ready Player Me | Avatar Creation Integration
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Example of integrating Ready Player Me Avatar Creation in WebGL with Photon Fusion Advanced KCC, following my previous post here ua-cam.com/video/cJzSUGjhca8/v-deo.html #madewithunity #multiplayer #readyplayerme #photon #gamedev #unity
[WIP] #1 Photon Fusion Advanced KCC with Ready Player Me
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Just starting the initial integration 😉, following my previous post here ua-cam.com/video/cJzSUGjhca8/v-deo.html #madewithunity #multiplayer #photon #gamedev #readyplayerme
#1 Simple UNITY Multiplayer with PHOTON FUSION ADVANCE KCC | Initial Project
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This is a simple example of implementing Photon Fusion Network Mecanim Animator using the UNITY Starter Assets Third Person Controller for model and animation and Photon Advance KCC for controller. You can also use your own custom model later. !Important I recommend using Unity 2021 LTS atm because there is still a compatibility issue found for Fusion-KCC-Sample-1.1.5, released on Mar 07, 2023,...
[WIP] #2 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
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[WIP] #2 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
[WIP] #3 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
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[WIP] #3 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
[WIP] NononZone Multiplayer Controller x Ready Player Me
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[WIP] NononZone Multiplayer Controller x Ready Player Me
[WIP] GKC Game Kit Controller 3.5 x TextMeshPro
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[WIP] GKC Game Kit Controller 3.5 x TextMeshPro
[WIP] #1 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
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[WIP] #1 UNITY Photon Fusion BR200 with Ready Player Me Runtime Avatar
[WIP] Update Game Kit Controller 3.5 x MxM Motion Matching for UNITY 2.2.15 - 23-03-22
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[WIP] Update Game Kit Controller 3.5 x MxM Motion Matching for UNITY 2.2.15 - 23-03-22
Simple Unity Netcode Multiplayer with NononZone MultiPlayer DevHUD x Ready Player Me Avatar
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Simple Unity Netcode Multiplayer with NononZone MultiPlayer DevHUD x Ready Player Me Avatar
How i use Unity Starter Assets TPC x Ready Player Me Runtime Avatar
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How i use Unity Starter Assets TPC x Ready Player Me Runtime Avatar
Setting All Up | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
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Setting All Up | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
Stamina System | Integration Progress | Game Kit Controller (GKC) x Climbing System
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Stamina System | Integration Progress | Game Kit Controller (GKC) x Climbing System
Integrating AI | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
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Integrating AI | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
Adding Features | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
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Adding Features | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
Initial Testing | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
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Initial Testing | Instant runtime character in UNITY w Game Kit Controller (GKC) x Ready Player Me
Initial Preview | Integration Progress | Game Kit Controller (GKC) x Climbing System
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Initial Preview | Integration Progress | Game Kit Controller (GKC) x Climbing System
美和 MIWA | UNITY URP Level Design | 18.04.2022
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美和 MIWA | UNITY URP Level Design | 18.04.2022
美和 MIWA | Play Testing 09.06.2021 | Made With GKC - Game Kit Controller
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美和 MIWA | Play Testing 09.06.2021 | Made With GKC - Game Kit Controller
Hello! I'm having a bit of trouble replicating this in my own project & was hoping you could assist. 🙏 My customer character prefab is _mostly_ working as intended, but I cannot figure out how to tie KCC values into the Animator. In the video, you attach a "Simple Animator" script to your own character, but I have no idea where you got that or what it might entail. I'm using the latest Advanced KCC Sample Project as a basis, and it doesn't include such a script. Any help would be most greatly appreciated. Thank you! 👏 Edit: Oh hell, it's probably included in the Simple KCC project, isn't it? Let me go take that apart. 🤣 Nope, not in there either. 🤔 Hmm... Update: It took a whole lot of digging, but I have something that's at least somewhat functioning, haha! I'll keep tinkering. Thanks for the vid! 👏
Does it mater where im located? Im in Australia. Im having another go at getting this to work. What settings worked for you?
i have problem when i start the game the loading menu is stuck
mantap kamu bang
Can I ask where you found the Advanced KCC template? I was surprised to see the SimpleFPS sample only implements Simple KCC, and the link to the advanced KCC seems to be down. That's steered me away from using it, assuming they found some issue with it or something.
hi, sure. You can find it at this link: doc.photonengine.com/fusion/current/addons/advanced-kcc/download but yes, the download link seems to be down atm.
does this work with webgl?
AFAIK, since Fusion Advance KCC samples support WebGL, mobile, and even VR, it seems like it will support it. However, at the moment, the focus is still on the standalone, then i'll make sure for WebGL later.
share it as a complete bundle package with all the features, I wont complain at all...
wait what... 😅, thanks for the suggestion, I'll think about it. 👍
Bro can you do this for Fusion 2? They do not have Advanced KCC for Fusion 2
hi thanks, i plan to share it around next week for this, sorry for the delay
There's an entire Fusion 2 Advanced KCC sample project with some pretty good documentation on the Photon site, fyi. I'm tinkering with it at this very moment.
Assets\FusionKCCxSA\Scripts\SimpleAnimator.cs(9,13): error CS0246: The type or namespace name 'KCC' could not be found (are you missing a using directive or an assembly reference?) how to fixt it?
hi thank, Can you tell me which version of Fusion you're using?
can you share the integration GKC climbing system Bridge scripts?
hi thank and sorry for late respond. Of course, I'm happy to share. However, I haven't had the chance to update it to the latest GKC version, and its integration might not be clean yet. If possible, you could DM me via LinkedIn so it's easier for us to communicate further.
Ready player me Avatar URL is not loaded in Windows Build Unity
hi thanks for testing the package. can you provide me more details about this, like... does the game still run but without loading the avatar, or perhaps there's an error in the console before building?
AvatarRenderExample The name 'AvatarRenderExample' does not exist in the current context Should i add 1.03 I added only 1.04
hi thanks, due to inevitable API changes with each update of Ready Player Me, these assets might be obsolete. If I may ask, do you need it for Single Player or Multiplayer?
thanks
much appreciated
This is not working anymore, they have deleted all the contents of the assets folder from the package in package manager
Thank you for your comments and information. I haven't had a chance to check for BR200 yet. I'm also looking forward to BR200 for Fusion2 version. I'm planning to update its integration. However, if it's not released this month, I'll try using Fusion SimpleFPS for the integration later.
This is so great. I am also interested with your video (change to webgl) and I want to follow your video. but I can't download Photon Advance KCC 1.1.5 or 1.1.6 anywhere. Do you know where can I download that?
hi thanks, Since Fusion has been updated to Fusion2, this integration might not be relevant anymore. I'll try catching up with WebGL for MSK Fusion2 version after the standalone build. here is the progress: ua-cam.com/video/NvQTmeujRmw/v-deo.html
Work in android
I haven't had a chance to try it yet.
You are someone who needs support. Thank you
hi thanks, much appreciated
Unfortunately this is beyond broken, the version used of KCC here can no longer be downloaded, the current one only gives me a lot of missing references
yes true, both RPM and Advanced KCC has been updated. i plan to publish new version in the next couple of week. here is the progress: ua-cam.com/video/NvQTmeujRmw/v-deo.html
How can I make these avatars in a sitting position using a 3rd player animation controller?
I can't pick up a weapon when pressing F, but I can pick up something else besides guns and Ammo
Do you found the solution please????
Could you please make a video with KCC v2 for Ready Player Me, it would be great if there was a chat system.
Hi can two different devices from different networks appear in the scenes? In my case I was trying with a friend and we tried "Start Host" and Start client but the "Start Client" Connection is taking too long. am i missing something?
I have impot this project but when try to build in webgl it show me type or namespace error webinterface does not exist in current context in script AvartarWebview, RuntimeAvatarSetterUI, SimpleMenu
this template doesn't work anymore
works fine in editor but when building I keep getting errors regarding web interface
// CoreSettings partner = CoreSettingsHandler.CoreSettings; // Get the partner's CoreSettings // WebInterface.SetupRpmFrame(partner.Subdomain); // Set up the RPM frame using the partner's subdomain this part in AvatarUrlWebView keeps giving errors
your are Awesome brother 🔥🔥🔥.... I used your "Unity Starter Assets TPC x Ready Player Me Runtime Avatar" now plugin is outdated ... But i fixed that issue .... i'm faceing one issue .... i able to change RPM character but Character is not Update for other Players in multiplayer . I'm using WebSocket only can you help me ? bro
Animator are not working whenever i changes the animation
Fired up GKC resulting in 640 errors. Shit pack. What a mess.
No Foot IK?
I cant enter the game or create a match I get errors from step 1
I apologize if it didn't work well for you. Is the connection with the Photon Cloud working properly? If not burdensome, could you please provide more information about the error you're facing?
@@rualssyarif thanks for your help. Yes i will get the error give me a second. The error from memory was saying i had too many players at 25 and should be under 20, but when i put in 18 still comes up with another error.
@@rualssyarif Host#0 failed to start! Result: [StartGameResult: Ok:False, ShutdownReason: Error, ErrorMessage=Max Players Peer Room value is too big. value:25. limit:20. To adjust limits, please mail us. (ErrorCode: -2)] UnityEngine.Debug:LogError (object) TPSBR.Networking/<ConnectPeerCoroutine>d__37:MoveNext () (at Assets/TPSBR/Scripts/Networking/Networking.cs:358) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
@@rualssyarif After I change players to 10 I get this error: Host#0 failed to start! Result: [StartGameResult: Ok:False, ShutdownReason: IncompatibleConfiguration, ErrorMessage=Plugin Mismatch requested='FusionPlugin' got='Default' (ErrorCode: 32751)] UnityEngine.Debug:LogError (object) TPSBR.Networking/<ConnectPeerCoroutine>d__37:MoveNext () (at Assets/TPSBR/Scripts/Networking/Networking.cs:358) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
@@paranormalgamesstudios Hi thanks in advance for subscribing, it means alot to me. btw, I haven't been able to reproduce the error on my end. May I know if it happens in gameplay types like deathmatch, elimination, or battle royale? Does this issue occur on a fresh install of BR200?
Thank you so much, this tutorial is so great.
You're very welcome! I'm delighted to hear that you found the tutorial helpful.
hello hey how can integrate GKC to MxM
Hello Ruals Syarif, Thanks a lot for this video. Can you please make a video for character implementation using mixaxo or other rigged model. I have tried your "Ready Player Me" Documentation and package but I am getting some errors while importing. Thanks in advance
You're very welcome! Yes, I plan to implement it as well with commonly used models and rigs, such as those from Mixamo or Synty. Regarding the error you're facing, if it's not too much trouble, could you please provide more information about it?
Hello hey i have both assetes but for which version GKC is this i have the 3.7 is working for this ?
Hi, thank you. Not yet for now, but I'm planning to try it on GKC version 3.7 later today.
@rualssyarif great thank you I'm still waiting 👍👍
You have Discord
I am trying to create webgl and having these errors, can you please have a look? Assets\MultiverseStarterKit\Scripts\UI\RuntimeAvatarSetterUI.cs(101,13): error CS0103: The name 'WebInterface' does not exist in the current context Assets\MultiverseStarterKit\Scripts\WebView\AvatarUrlWebView.cs(20,9): error CS0103: The name 'WebInterface' does not exist in the current context Assets\MultiverseStarterKit\Scripts\UI\SimpleMenu.cs(174,4): error CS0103: The name 'WebInterface' does not exist in the current context
I apologize for the delay in responding. Have you managed to handle the error? There's a namespace change from RPM Unity SDK 2.x to 3.x. You can update the namespace from using ReadyPlayerMe.AvatarLoader; to using ReadyPlayerMe.Avatar.Core; In the script file listed in the errors. I have also updated MSK to version 1.1, which is compatible with RPM 3.x. I have tested it for PC, but haven't tried it on other platforms yet including webGL
same issue
I tried switching the namespace even removing it all together and still wont build@@rualssyarif
there is no avatarloader in scripts.same issue @@rualssyarif
very helpful tutorial thank you so much! but how can i connect it to photon cloud?
Hi, to connect, enter your Photon Cloud AppId in the Fusion-Fusion Hub-Fusion AppId menu. Make sure the red light has turned green. If not, you can click the 'Open the Photon Dashboard' button once again automatically, as shown in the video: ua-cam.com/video/cJzSUGjhca8/v-deo.htmlsi=yE_2v4mx7gQV6ej2&t=106
@@rualssyarif Thank you I really appreciate it
Which rendering pipeline are you using? I just tried in URP, it works fine but the ready player avatar materials are pink, tried to convert to URP but it doesn't convert.
Hi, yes, I am also using URP. For RPM's runtime avatar, it requires the GLTF shader from GLTFast, which is usually installed along with the RPM packages.
I tried to make the player follow the rotation of a platform, but without success, it only follows the movement of the platform
we can you use it in mobile please
Hi i tried to import ready player me sdk but face with a problem of GLTFast not being able to import
I have also tried it here. I don't know, but it seems like there's an issue in the gltfFast repository that is causing the UPM process of RPM Core to fail. [Package Manager Window] Cannot perform upm operation: Unable to add package [github.com/atteneder/glTFast.git#v5.0.4]: Cannot checkout repository [github.com/atteneder/glTFast.git]: Error when executing git command. Downloading Documentation~/Images/Unity-glTF-workflows.png (59 KB) Error downloading object: Documentation~/Images/Unity-glTF-workflows.png (aa50e39): Smudge error: Error downloading Documentation~/Images/Unity-glTF-workflows.png (aa50e3980f8e9a99e53b8347cdde7e293fe37ffb5e1469640379d802ef304541): batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
@@rualssyarif thank you very much
@@lucianozero2309 It seems to be fixed, I've just tested it.
Hello there, @ruals. Syarif Your content is pretty good. I was wondering whether we might change the gun in this example BR200. For example, we may add more firearms and see how the IK system adjusts to those guns. Could you create a video on this?
Hello there, thank you very much for your suggestion, much appreciated! It's very interesting to try, and I will add it to my list of future videos. However, for the version that uses the RPM avatar, there is still an issue with bone stretch when leftHand IK is activated, as mentioned on the project's itch.io page. This happens due to differences in bone structure between the arm of the RPM avatar and the default model used in BR200. I have tried to fix this by modifying the relevant scripts, but so far, it has not been successful yet 😹.
how to add custom animation on KCC?
Hi, thank you for your comment. Generally, adding animations is not much different from what is usually done with other character controllers. You need to add the animation in the animator, create a state parameter, and some triggers or inputs to activate it. It depends on what you want to achieve. I hope this helps.
@@rualssyarif I tryed it a lot but I couldn’t fix it can u make a video?
I don’t can import KCC SAMPLE to my Unity Hub, help me?
For the KCC sample import process, I suggest you try it by following the steps in this video: ua-cam.com/video/cJzSUGjhca8/v-deo.html . Hope this helps
The KCC download from Photon keeps telling me it's corrupt? Anybody else getting this?
OK, anybody else suffering with this - rename the file, replacing .zip with .unitypackage. Then import, no extraction needed 👍
Cool, I've never thought of renaming it into a unitypackage before. Thank you very much for your contribution.
You are awesome! Can you please advise on how to get "Mixamo rigged" character working? I tried to rename the joints, keep the same structure as Marine, but still broken, thanks!
Hi, thank you verry much! much appreciated. I do plan to create a video using Synty assets with BR200 and using Mixamo animations in the future. However, for now, if you need an example of using Mixamo animations with BR200, I've used it as a sample in this video/project: ua-cam.com/video/CaeWCu0CQIE/v-deo.html .
My steps to use Mixamo animations in BR200 are as follows: First, I upload my character model to Mixamo to obtain all the necessary animations for BR200. Then, I import them into Unity as generic animations and assign them to all the state components under the AnimationLayers game object. You can find the list of animations in the "what's inside" section of the video link mentioned earlier and/or the project files.
And we may also need to create the necessary avatar mask based on the character model's rig. I hope this can help.
Nice job ;)
Hi, Thank you verry much! much appreciated.
Nice, how can we get in contact?
Hi, Thank you verry much! much appreciated. Certainly, with pleasure. You can contact me through Twitter or email.
when I put the git link, it doesn't find any packages, and it still gives an error
Hi, could you tell me more about the error you are facing? if you don't mind, i believe that would be very helpful for the development of this asset.
Hi! I wants to make offline multiplayer fps game using MFPS asset available on asset store. But i dont know how to remove photon networking from mfps. Can you please make a tutorial on it?? Please
Hi, thank you for your comment. I'm not very familiar with MFPS as I don't have that asset. Also, as far as I know, in Photon, offline multiplayer means running Photon as a single player locally without connecting to a server with a single code. Is this what you are trying to achieve? If so, you can find more information about it here: forum.photonengine.com/discussion/19520/is-there-an-offline-mode-in-fusion
can the view change to fps mode?
Hi, thank you in advance. The possibility for that exists, but it certainly requires an extra step because BR200 is fundamentally packed with a TPS base.
Hello bro the game loading game thing after creating one is not responding
Hello bro thanks, I apologize, but I still don't quite understand your issue. If it's not too much trouble, could you please provide me with more information? because, of course, every issue that is reported will certainly help the development of this asset in the future.