I'm not sure I understand what you mean, or if this is a question or not. If you need help, don't hesitate to use the support form and provide a bit more info about what you did, and what doesn't work.
Very simple and intuitive to use, the amount of thought Fell have is fantastic! I Wish this amount of care with the user was a standard at asset store.
I said this before, and I'll say it again, this is THE best and most ESSENTIAL asset out there! Feel is extremely helpful in pretty much every kind of project and I, personally, always install it just by default. And just by itself, the asset is amazing, but the fact that the devs have continued updating and supporting it is mind-blowing. Not to mention the absolute wonderful support on discord and the amazing documentation on their website. I actually can't express just how well done this asset is and just how astonishing the devs are!
Thank you for continuing to add to this amazing lib and include the updates at no extra charge. Been using Feel for years and have bought i think every MM package at this point.
Very efficient. Feel's components in general are virtually free, the real cost comes from what you do with them. If you have them target a non optimized post processing effect, for example, it won't go well. If you have it target optimized scripts/effects, you'll be just fine.
I have TopDown Engine. Can the feedbacks be used separately? Is there a feebacks 'component' I can attatch and drag the feedback objects into that instead of using the character components or health script?
Yes, you can use feedbacks separately if you want to. They're completely separate from Character and Health so I'm not sure what you mean by that last part. This video explains how they're used.
Wow, looks amazing! Can't wait to implement some fun stretching and squashing into my game. Do you know when the next sale will be? This package looks really good but after the steam sale my wallet is hurting 😭
Great to see you making more videos explaining the myriad of features you've got packed into FEEL! 👏Truly an amazing collection of tools/toys. If you happen to be taking suggestions for additional videos, I'd absolutely love to see a "deep dive" (or at least overview/explanation) of using the MMAudioAnalyzer. I'll be poking and prodding at it myself in the meantime to see what makes it tick though. Thanks & please keep the great content coming! 🔥🤓🔥
No, it's been in Feel since 4.1. My best guess would be you're not on 4.1.2. You can verify what version you're on in the readme at the root of the asset.
@@_MoreMountains Package manager says 4.1.2.. but in the project readme it states v3.16 ?! I only purchased this last week and obvs can't update via the package manager as it states I already have the Current version :/
@@_MoreMountains Ok update.. My project is being developed in 2021.3, and the highest version that will download via the package manager is 3.16... BUT if I import into an empty project using Unity 2022.3, I get the latest version 4.1.2.
@@happyfish9692 Yes, each version of every package on the package manager has its own minimum requirement. For Feel, since 4.0, that's 2022.3.23f1. See 1st item of the FAQ at feel.moremountains.com/feel-contact#faq and the release notes at feel.moremountains.com/feel-releases for more on this.
Hey! I am a huge fan of the character switch system. Ive noticed that it stores the last state of each prefab when you press the switch button, is there any way that i could stop it from saving this information. So that when you switch prefabs the old information is destroyed and just passes its state onto the newly selected prefab. Thanks so much :)
Yes, that's an easy change. You could extend the CharacterSwitchManager and override its OperateSwitch method to change that behavior. It's all commented so it shouldn't be too hard to figure out the change, the state part is just two lines.
I'm really delighted! the teleport system works perfectly and the tutorial is worth 100%, Corgi engine is the best option for 2D games in the Unity Asset store! 100% recomended!
@@aarondelgado3421 Yes, I'm constantly updating all assets, and I do have a roadmap. It's private though, updates come out when they're ready and tested.
@@_MoreMountains Awesome! I am testing out the asset and it is incredible! I would also like to help you improve the asset. I wonder if you can share the roadmap with me privately so I can make suggestions that aren't on it already. :)
@@aarondelgado3421 No, I can't share the roadmap. If you have suggestions, feel free to use the support form, I get tons of them every day, I'll be happy to factor in yours.
@_MoreMountains I don't have a folder named "MMTools". I only have a folder named "MMData" that doesn't contain anything of what's in the video. What's wrong?? (In the Package Manager it says version 8.8 with the date 15 Feb 2024. Unity version is 22.3)
Please make a documentation or tutorial on how to create new characters using our own sprite sheets, and how the animator component should be configured.
I really wish you would re-render these vids with a normal sound volume. When I have to raise the Windows-volume so high to hear what you're saying, it gets so terribly out of sync with other sound sources. They SCREAM!
I wish I could but I can't just "re-render" them, I'd have to record them again entirely, and that's not an option at this point in time, I'm just one person. If temporarily raising the volume is too much of a problem, you can find that exact same info (and more) in the documentation at corgi-engine-docs.moremountains.com/character-classes.html
@@_MoreMountains I assumed that you had the working files for the vids somewhere. That's the engineer in me I guess. But if you don't there is not much do to. Yes, having to adjust all other volumes is cumbersome. I will read through the documentation later anyway.
@@nabil6254 th evideo you're on, or the corresponding documentation section explains that in details. if you still have questions after checking them and the many examples out, don't hesitate to use the support form.
That's not normal, I've never heard of such an issue. If it persists, don't hesitate to use the support form and provide steps to reproduce your issue, I'll be happy to help.
I really like the new(?) TopDownCinemachineZone2D(3D) classes! It makes setting up individual cameras so much easier. You can configure each camera differently, so say you want a shaker in one zone, but not in the other - you can do that. I used it in a mining demo to indicate an unstable room. As soon as the player enters the room the camera will start to slightly shake - like the room is rumbling. I also add some rumble feedback :). That's in indication to the player if they stay too long there could be a collapse. The zone camera made setting that up dirt simple.
Can you explain how cinemachine zone 3d is working? I add the zone and virtual camera to it but when the player collide the zone it’s not changing the camera(I also add the trigger mask to player)? Any guide 😢
Hello, I am encountering an issue with your product (Feel). The problem manifests as a `MissingReferenceException` after a scene reload. This occurs when attempting to access an `MMF_Player` component that has already been destroyed. Here is the code snippet that triggers the error: ```csharp // Code causing the issue MMF_Player.PlayFeedbacks(); ``` Could you advise on the correct way to manage the lifecycle of the `MMF_Player` or how to properly check its state to avoid this error? I have tried some standard approaches, but the issue still arises upon scene reloading. Thank you in advance for your help and guidance. Best regards
and one more question, if most of my 3D objects are like prefabs and will appear on the stage at the right moment, wouldn’t it be better to create a child object of the prefab and add feedback on it? since most feedback needs a target
Renaud, I'm a huge fan. I've bought Corgi, TopDown and Feel and just getting started in earnest, but have been watching your videos over and over to gain confidence to get started. Your videos are invaluable -- perhaps as important as the packages you build, so please KEEP CREATING THE VIDEOS. It's also great to see your face in the videos. :) Thank you for everything.