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awtdev

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A member registered Feb 25, 2021 · View creator page →

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I recall I didn't use the new input system so as to not force developers who download the asset to use it, so you're right built-in support is lacking.
However adding support for your case should be fairly straightforward! I provided the IEntityInputProvider interface, which the entity looks for on Awake to get input. If you create a custom component that uses the new input system and implements that interface, then replace the PlayerInput component on the player with your own input component, it should work seamlessly! The mob entity class doesn't care what class is providing the input as long as it implements the IEntityInputProvider interface. Hope this helps.

No problem, thanks for reaching out!

I was considering having a snapping grid building system like Valheim. As you can probably tell, Valheim was a major inspiration. I wouldn't rule out the feature, though it might not be too useful for survival games that don't feature building. 

Same sort of consideration goes into automated buildings, it's a cool idea but best left to the developer if they're making that type of game, I feel. As an asset creator sometimes it's hard to determine where to draw the line on the system you provide - you know very little about the games the users are making, what features and mechanics they need and those they don't. 

The framework makes full use of Unity's input system, so any action can be rebound and supports gamepad out of the box. You'd only have to configure the keybinds in the editor. Random maps are supported, in fact the map used in the demo is randomly generated. It just doesn't auto-generate each time you start a game.

A settings menu with custom shortcuts is a neat idea for a future update!

The most common cause of that is  that you're using the HDRP (High-Definition Render Pipeline) whilst SurvivEngine was created using the URP (Universal Render Pipeline). It is simply a material configuration issue, and can be converted over if you so wish. At its simplest, all this entails is just changing the shader each material of SurvivEngine uses (from "URP Lit" to "HDRP Lit" - if memory serves.) You would do this by going to the materials folder and switching  each materia's shader property to the desired value. Hope this helps! Let me know how it goes.

I'm still active and around if that's what you're asking! Have a lot of potential features on my TO-DO list.

Mage's staff ran out of charges so he just threw it at me. Amazing stuff so far, can't wait to see more!