The new Ultimate Mobile Pro, is a bundle of Stan's Assets best mobile native pro-line plugins wrapped with powerful unified API. Plugin provides simplified cross-platform API for most popular native services.

The goal for this product is to be the best native cross-platform solution available for Unity.

All cross-platform features available with the plugin can be tested inside the Unity editor, so you can test your implementation before you build to a real device. You may also use any features from the plugins that are part of this bundle, or you can combine usage of ross-platform & platform specific APIs. You’ll find more description and samples in the documentation.

If you want to know more, here is a full introduction article.

Includes :
* IOS Native - Forum, Documentation
* AndroidNative - Forum, Documentation

Native Cross-Platform Features :
* Foundation (IOS, Android)- Native Dialogs, Native Preloader, Rate Us Dialog, Date Picker Dialog, Build Info
* In App Purchases(IOS, Android) - Consumables, Non-Consumables, Subscriptions, Transactions Validation
* Game Services(IOS, Android) - Authentication, Player Info, Achievements, Leaderboards , Saved Games(coming soon), Editor API Emulation
* Social Sharing(IOS, Android) - Facebook, Twitter, Instagram, Whatsapp, e-mail, Default System Sharing Dialog
* Camera & Gallery (IOS, Android) - Save image, Pick image & Video, Capture image & Video
* Contacts(IOS, Android) - Retrieving Phone Contacts
* Local Notifications(IOS, Android) - Scheduling Notifications, Responding to Notification
* Push Notifications(IOS, Android) - based on firebase

Cross-Platform Services:
* Facebook Graph API (All platforms) - Sign In, User Info
* Advertisement (IOS, Android) - Banner, Rewarded, Non-Rewarded, Google AdMob, Unity Ads
* Firebase (IOS, Android) - Cloud Messaging, Analytics
* Playmaker - coming soon
* Analytics (Google Analytics, Unity Analytics, Firebase Analytics) - coming soon

We also used Rotorz Editor UI components under the MIT license, to make our editor UI more attractive and intuitive. See Third-Party Notices.txt file in package for details.

Asset version: 2019.2.8



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A highly designed HUD pack with strong communication features.

This HUD pack gives your game the ability to interact with the player in an elegant way. In addition to a number of powerful features such as, with a crosshair system, a set of post-process effects, and a compass system, the pack is largely made up of highly-designed messaging systems. All systems are accessed via a context-sensitive interface and can be accessed from almost any class.

Technical Details

Features:

Quest Notificator
Loot Notificator
Epic Loot Notificator
In game Tutorial Notificator
Tooltip Notificator
Updater Notificator
Global Notificator
Compass & Marker Location System
Crosshair-System
Over +140 Icons
Different PostProcess Effects (Basic Blackscreen, Blur Screen, Damage Screens & more)

Additional Notes:

It was deliberately omitted a health indicator and weapon display,

as these would be too different and varied in design and structure.


Number of Blueprint Classes: 20

Number of Master Materials: 19

Number of Material Instances: 162

Number of Particles: 1

Number of Textures: 210

Number of Widgets: 24


Supported Development Platforms: Windows, Mac

Supported Target Build Platforms: Windows, Mac



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Easily modifiable combat system implemented entirely in blueprints

Equipment & Inventory

Easily modifiable/extendable
Several attack types
Block/Parry/Backstab systems
Roll/Dash/Dodge system
Damage dealing/receiving system
Statistic component with widget (health/stamina/mana/experience etc.)
Dynamic Targeting included
Accurate hit detection (Line traces checking mesh)
AI system with template from preview video included
Equipment system with 7 slots (LefHand/RightHand/Head/Top/Legs/Hands/Feet)
Inventory system (Keyboard/Gamepad navigable) with Action Bar

Technical Details

Number of Animations: 63

35 Locomotion Animations(3 Blendspaces)
28 Additional Animations(Attacks/GetHit/Roll etc.)

Number of Blueprints: 81

Number of Actor Components: 9
Number of Blueprint Interfaces: 6
Number of Widget Blueprints: 9
Number of Animation Blueprints: 2
Number of BTDecorators: 3
Number of BTServices: 4
Number of BTTasks: 16
Number of Anim Notifies: 9
Number of Item Blueprints: 14
Number of unclassified Blueprints: 9

Number of Sound Cues: 8

Input: Keyboard, Mouse

Network Replicated: No

Documentation: Inclueded in the pack




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Blueprint Turn-Based RPG Template that provides core functionalities like drag & drop units on the grid, character stats and skills, wave of enemies and boss fights.
Art assets are for demonstration purposes only and are not included in the template. They are included in the sample project that can be downloaded from the link above.

Character assets were taken from UE4 Marketplace Paragon Assets which are licensed for use with the Unreal Engine only.

Features:

100% Blueprints
Grid system
Drag & Drop
Camera Movements
Wave of enemies
Boss Fights
Supportive & offensive skills
Attack patterns
Damage system based on stats


Number of Blueprints: 46

Input: Keyboard & Mouse

Platform: Windows



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This package includes over 150 spells, attacks, and effect icons perfect for fantasy genre games, specifically RPGs and MOBAs.

Features:
• 150+ icons for spells, melee attacks, ranged attacks, buffs, debuffs, and other miscellaneous icons.
• 15+ Unique frames to better customize how you would like your icons to be showcased in your game.
• Dynamic Icons including a Normal, Cooldown, Unavailable, Mouse Hover, and Clicked version for each icon.
• Each icon comes with a 64x64 and 128x128 version.
Technical Details


Texture Size (please list textures for each resolution): 64x64 and 128x128
Number of Textures: 676
Engine Compatibility: N/A
Intended Platform: All



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Lowpoly Japan style character with over 30 animation

3 Different Textures variations (Dark & Blue, Red) for character


Update 11/10/2017 : (support only ver 4.17 - 4.18)

Note: I have reassembled the asset into the folder, and there are new folders that replaced the old ones,

so you should be carefully!!!

In this new update I have upgraded some features:

1. Face Morph for added characters.

2. Costumes and hair using the Cloth paint tool in Engine are better animated characters.

3. Animation: I remake the old animation with root motion (only the animation need root motion)

and attached a locomotion set of 39 animations like my "Linhi Character" on the MarketPlace.

Where are the new assets located:

- The new character in the update is called SK_Katanami_Morph_Color1,2,3

located in the Content> Katanami> Meshes> Katanami_NewUpdate folder.

- New Animations are in Content> Katanami> Animation> RootMotion

Asset version: 4.20



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The Melee Tracing Plugin adds a blueprint node(Melee Trace) and C++ Class (MeleeWeapon) used as a base weapon that contains melee tracing functionality. They perform a trace against a character mesh ( instead of the collision cylinder ) So you are given a huge amount of precision over a standard traces. Every parameter of the class and node is exposed and customizeable to your like. Various optimizations have been done so even with a huge amount of traces being done at runtime the performance impact is minimal the system also includes a few extra features that makes the tracing regarding melee combat easier

Features:
• New Blueprint node that includes a melee-focused trace with all of the parameters exposed
• C++ Class that serves as a base weapon / template including the same melee tracing but more tailored towards weapon usage
• Every parameter and event is exposed to blueprints for easy customization
• C++ Source included and commented
• Debugging utilities included (Debug Lines to see the traces in realtime and so on )
• Various Optimizations to make sure that even with many traces at realtime the performance impact is minimal
• Traces against the character mesh, not the collision cylinder resulting in a huge degree of precision
• When using the weapon class, it distributes the traces along the weapon blade, you only input how many traces you want to make and the system generates them
Technical Details


Modules:

• MeleeTracing(Runtime)

Intended Platform: Windows

Asset version: 4.21



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프로그램을 하다보면 어떤 클래스는 절대로 복사되지 말아야하는 경우가 생깁니다. 

 

방법은?

 

우선 복사 생성자와 복사 대입 연산자 자체를 선언하지 않는 방법을 제일 먼저 떠올릴 것이다. 

하지만 컴파일러는 우리가 복사생성자나 복사대입연산자를 선언하지 않으면 자동으로 선언해준다. 

그렇다고 직접 선언하면 복사하는 것은 마찬가지 입니다.

 

해결의 열쇠는 다음과 같습니다.

 

복사 생성자와 복사 대입 연산자를 private 멤버로 선언해버리면, 외부에서 호출할 수가 없으므로 어느정도 효과를 볼 수 있습니다.

그러나! 그 클래스의 멤버 함수, 혹은 friend 함수가 호출할 수 있으므로 이들까지 막아야 합니다.

그럼 아예 정의 자체를 하지 않는 방법이 있습니다. 실제로 이러한 방법은 iostream 라이브러리의 몇몇 클래스에서도 사용되고 있다고 합니다. 

 

ex ) 복사생성자와 복사 대입 연산자를 private에 선언 및 정의 하지 않음

class HomeForSale 

   private
     HomeForSale( const HomeForSale& );  // 매개변수 이름은 필요없다. 사용 안하므로
     HomeForSale& operator=(const HomeForSale& ); 

  public:
     HomeForSale(){}
};

 

HomeForSale h1;

HomeForSale h2;

HomeForSale h3(h1);  // 컴파일 Error, 복사생성자가 public이면 LINK에러 (정의가 없으므로)

h1 = h2;                    // 컴파일 Error  

 

위와같이 private으로 오직 선언만 해주게 되면, 멤버함수나 friend 함수가 접근하다가 LINK 에러를 볼겁니다. 따라서 호출 자체를 막아 버릴 수 있게 되는 것입니다. 

  

또하나, 

위에서 friend함수나 멤버함수가 접근하면 링크에러를 발생하는데, 이 링크에러를 컴파일 에러로 옮기는 방법도 있습니다.

 

방법은?

복사생성자와 복사 대입 연산자를 private 멤버로 선언을 하되, 자체 클래스가 아닌 상위 클래스에서 상속받는 방법을 쓰는 것이다.

 

ex ) 복사를 막는 상위 클래스 제작 

class Uncopyable 

   private
       Uncopyable( const Uncopyable& );
       Uncopyable& operator=( const Uncopyable& );    
   protected
       Uncopyable() {} 
       ~Uncopyable() {} 
 };   
class HomeForSale : private Uncopyable // private 상속 
{
}; 

Uncopyable이라는 클래스를 만들어 private멤버로 복사 생성자와 복사 대입 연산자의 선언만 해준다.

그리고 복사되면 안되는 클래스는 Uncopyable 클래스를 private 상속을 받아 사용하면 된다.

private 상속은 부모 클래스의 protected, public 멤버도 private처럼 바꿔서 상속하기 때문에 자식 클래스에서 부모 클래스의 어떠한 것도 접근할 수 없게 되어버립니다.

 

참고 합시다

Boost 라이브러리에 noncopyable 복사 방지 클래스

 

 

이것 만은 잊지 말자!

◆ 컴파일러에서 자동으로 제공하는 기능을 허용치 않으려면, 대응되는 멤버 함수를 private로 선언한 후에 구현은 하지 않은 채로 두십시오. Uncopyable과 비슷한 기본 클래스를 쓰는 것도 한 방법입니다.


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