We want to take the fun and excitement of the Desert Rally Raids and try and turn it into a simple, fun and entertaining racing game. The game in its current form does not require you to steer, other then when in the air to correct your car for a smooth landing, but is more about handling the rough terrain and jumps so to minimize the damage sustained.
It should be noted that this is a GameJam game and was created in 2 weeks so doesn’t fully reflect what the game-play will be, we have much more to add.
B.A.D.R. is a unique racing game that challenges the player to drive as fast as they can across the desert whilst trying to avoid destroying their car. As with Desert Raids it isn’t about how you take corners but how to deal with the terrain. You must balance speed with caution as you challenge the terrain. Take a risk and race hard and fast but be sure to land those big or drive more cautiously and preserve your car.
The car wont ever die on you but it will become very slow!
Game Features
Hand Designed Levels as well as infinite procedural levels
Car Damage System
Watch Race Replays
Multiple Cameras
7 Different Environments
5 Cars, some with multiple paint jobs.
Keep a close eye on your fuel level and the state of your car. Battle to reach the end of the day and the bivouac where you can rest and repair some damage before the next day’s challenge.
This demo was created in 2 weeks for #JernJam3
The game uses one asset, Enviro for the lighting, but other than that everything else was wriiten for the Jam. The Fatsun, the Mactini and the VW camper are old ones taken from our main game but for the jam we did make an all new car as the starter car, the Rayno 4. We did also start a truck but didn’t have time to unwrap or texture it. All other artwork, GUI and coding was created specifically for the Jam.
Having zero knowledge of music and sound these were 3rd party assets.
If you want to look like John the T-shirt and hat are available on the merch store.
Note: Currently this game is best played with a GamePad (ideally XBox controller, I will do an update as soon as I can to add more options, but mouse and cursor keys should do you till then)
Full Rig is a shader based system that will add great looking animated ropes, chains and similar objects to your projects. All the animation and deformation is done via a shader making it super fast in any project. Easily have 100’s of fully animated ropes in your scene.
Full Rig makes use of catenary curves to model the natural looking sag you get in rope type objects. All of the maths to handle the deformation and shape of the rope is handled in the Vertex Shader so hardly any CPU time is needed to run the objects in the scene, this allows you to add as many ropes as you need without worries of frame rate.
You can use this asset to not only make ropes and chains but it is also great for setting up powerlines or Telegraph lines, or use it to add complete animated rigging to your ships. Change the length of the ropes and have that rope pull an object, a boom, or lift a sail, or bend a pole all without hardly any CPU usage.
The asset comes with an included set of rope types and rope end objects, the included rope types cover single rope, single cable, small chain, big chain, rusty chain, 2, 4 and 6 ropes for the various pulley types and even a Hammock example to show it doesn’t have to be just ropes that Full Rig can do for you.
Full Rig also allows you to pick and choose how your ropes are connected to game objects, you can cycle through the various included end objects included in Full Rig such as knots, rope loops, pulleys etc. Of you can easily add your own objects to suit your project. And the ropes can also apply forces if connected to rigidbodies.
Building your ropes in Full Rig is made easy with custom inspectors and gizmos to make snapping your rope ends to other game objects in the scene very quick and easy or even connecting ropes ends to other ropes allowing you to build up nets or other similar objects.
Full Rig works with all Unity Pipelines, and has included ShaderGraphs for HDRP and URP.
To get you started Full Rig includes 8 different types of ropes and chains. Also has numerous rope end objects such as Pulleys, deadeyes and rope knots and loops. Also is an example Telegraph pole to show how Full Rig can be used to add Power Lines and Telegraph lines to your project.
Use it alongside our Full Sail asset for your complete ship rigging solution
Full Rig ropes are simple ropes, they do not use any heavy physics to calculate the effect, they can not be collided with.
Full Sail is a shader based system that will add great looking wind effects to your ship sails, castle banners or other cloth type objects. All the animation and deformation is done via a shader making it super fast in any project. Easily have 100’s of full animated sails in your scene.
Full Sail offers a wide variety of options to control the look of your sails. Sails can taper in or out, be sheared. The sides can be arched or even be told to arch only when the sail is full of wind. You have complete control over how the sail is fixed to any object and also how the sail moves when the wind blows. How much the sails ripple and the type of ripple is also controllable.
Another advanced feature especially for ships is the ability to have the sails furl themselves away. Again you have complete control over how this happens via simple textures.
You can apply emblems to the sails, and you can control if that emblem appears on the back of the sail easily as well. Also you can add color the emblem easily and add emissive color to have the emblems glow if you wish.
If your project means sails can get damaged then we have that supported as well, each sail can have its own damage settings and textures, so holes can appear, or sails can look shredded.
The shader also supports bump mapping and translucency (not on URP) so your sails can look great with the sun behind them.
Full Sail comes with some sail meshes included to get you started or you can add your own. Also included is a set of sail textures, damaged sail textures and various controlling textures for attaching the sail and for the furling effects.
Also included are systems to build the various textures used by the shader to control the sail movement and furling.
Full Sail can also be used for other simple cloth type objects such as banners, washing hanging on a lines and so on.
Full Sail has versions of the shaders for Builtin, HDRP and URP pipelines. Shader graphs for HDRP and URP are also include along with all source code. Also included are some helper scripts to show how you can control the sails in your game project.
Note: URP does not currently support the translucent part of the shader.
If you check the images of the Sailing ship above all the sails on the ship are the same mesh and material, all the different shapes, colors, styles, effects are controlled by shader overrides and material property blocks.
We have made our Terrain Plugin available for a limited period of time at 50% off so $99 Grab it while you can. Limited number available once they have gone price will go back.
The store page, which can be found in the Menu on the left has been updated to now include all our latest assets, so you can find MegaFiers 2, MegaBook 2, Full Sail, Full Rig and Texture Studio for purchase there now as well.
Just a quick post to let you know about our game project we have been working on for quite a while now. Called MacSpeedee – Ages of Speed it is a Racing game with a bit more depth. If you would like to find out more about please visit the game site at www.macspeedee.com you can also keep an eye on development on our Discord, Instagram, Facebook, Twitch, Youtube, Twitter and Patreon pages.
We have just updated the Terrain Plugin to work with the 2023 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2023.
We have just updated the Terrain Plugin to work with the 2022 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2022.
This is our all new version of our very popular MegaFiers asset for Unity 2019 onwards. It features a complete rewrite of all the core systems to make use of Unity Burst and Jobs which brings between 5 and 40 times less CPU use for all the deformations.
Info
If you own MegaFiers and need to Upgrade to MegaFiers – 2 Please contact us for a reduced price
MegaFiers is complete Mesh deformation, animation and Morphing system including over 50 modifiers such as Bend, Twist, FFD, Displace, Taper and many more. They can be stacked in any combination and any number of modifiers can be applied to a mesh to achieve complex results. Objects can stretch, squash or be bent over of deformed, whatever your imagination allows. Or use the Space Warps to automatically deform your objects as they moved through areas in space. Other additions to the suite include Point Cache animation support, and a dynamic water ripple and floating object system.
All deformations work in Editor Mode as well as Play Mode so you can use the deformers to add variety to your models when building your scene.
MegaFiers is also ideal for deforming TextMeshPro objects (both Mesh and now UI versions) so you can animate your text in interesting ways. And also works with ProBuilder allowing you to create more interesting levels directly inside Unity. And a new feature is the ability to use the Modifiers to deform Sprites.
Another powerful feature is our Mesh Wrap system which allows one mesh to be deformed and animated by another, making it ideal for clothing etc. The wrap system also works with Unity Blendshapes and skinned meshes. MegaWrap has also been rewritten to use Jobs and Burst for more than 5 times speedup.
MegaFiers is written in C# and all source code is included, and supports all Unity Platforms that also support Burst and Jobs. Compatible with all versions of Unity from 2019 onwards and works on IOS and Android as well as VR and AR platforms. MegaFiers also is fully compatible with all Unity Rendering pipelines. We also constantly update the asset for all new releases of Unity. And if you have an idea for a Modifier let us know or write your own.
Also included is an advanced spline system which also allows for path following or conversion of splines to meshes, a dynamic hose system and a system for tracked vehicles.
New Features
Full rewrite of all core systems
Rewrite for Unity 2019.1 and newer
All modifiers converted to use Unity Burst and jobs.
Create Blendshapes from Deformations
Drive High Poly model deformations from a low res model for faster deformations
Works alongside your existing Blendshapes
New normal calculation system using Burst that is as fast as the Unity calc normals but preserves groups etc
Rewritten to use Burst and Jobs for between 5 to 50 times performance improvement
New auto disable system which will detect when a mesh does not need updating
Virtually no slow down when editing scenes with lots of modifiers
Seemless integration into Unity prefab system
Copying of objects now just works
Undo system fully functional
Animation window properly detects changes for easier animation of deformations
All workarounds for previous versions of Unity removed, streamlining the systems and improving performance
Wrap system updated and working with Burst for 5 times performance improvement
Path deform modifiers now uses Burst for spline interpolations gaining 20 times performance boost
Attractor modifier also makes use of Burst for finding nearest point on splines for 10 times boost in perfomance
Sprite deformation system, now you can stretch, squash, bend your Unity sprites.
2D FFD/Lattice modifiers specially for working with sprite
Full Text Mesh Pro support, both mesh and UI versions, updates with changes etc. Deform your UI text or 3d text.
Group deform support, deform multiple objects as one.
Support for deforming ProBuilder objects.
Improved Scroll making system, automatic setup.
Add your own modifiers.
Use low poly meshes to drive deformation of high poly ones
Works on all Graphic Pipelines
Works on Unity Platforms including VR and AR
Reorder modifier stack by dragging components in inspector
Proxy Mesh Collider option for faster collider updates
Improved worflow with simple dropdown box for adding modifiers
Quick edit area showing main params for all attached modifiers and quick disable/enable
Limit Deformations to parts of Meshes using Vertex Color weighting
Other Features
Conform meshes to terrains or ground objects
Procedural box mesh
MegaShapes Lite Bezier spline system
Import animated splines directly from 3ds max
Make animated Splines inside Unity with our Spline Keyframe system
Turn splines into line meshes with spline to line/tubes or fill to mesh options
Spline exporters available for 3ds Max, Maya and Blender.
Kml, SVG, OSM spline import support
Wrap Mesh, wrap a mesh to a deforming mesh, great for clothing or facial hair etc
Animated Book
Attach objects to deforming mesh surfaces
Paper Scroll System
Bezier Patch image deform
Spline Path Follow System, objects, Rigid Bodies, Character Controller
Draw Spline at runtime system
Animated Hoses, connect two objects with deforming animating hose
Tracked Vehicle system
Train Follow system
Train Tracks system
Camera Orbit script
Included 50+ Modifiers
Bezier Attractor
Bend
Bubble
Bulge
Collision Deform
Conform
Conform Multi
Crumple
Curve Deform
Curve Sculpt
Curve Scult Layered
Cylindrify
Deformable
Displace
Displace Limits
Displace Web Cam
Displace Render target
Dynamic Ripple
FFD 2x2x2
FFD 3x3x3
FFD 4x4x4
2D versions of FFD for Sprites
Globe
Hit Deform
Hump
Melt
Noise
Page Flip
Paint
Path Deform
Pivot Adjust
Point Cache
Push
Radial Skew
Relax
Ripple
Rolled
Rope Deform
Rubber
Scale
Simple Mod
Sinus Curve
Skew
Spherify
Squeeze
Stretch
Taper
Tree Bend
Twist
Vertex Anim
Vert Noise
Wave
Waving
World Path Deform
Space Warps
Bend
Bubble
Cylindrify
FFD 2x2x2
FFD 3x3x3
FFD 4x4x4
Globe
Hump
Melt
Noise
Ripple
Sinus Curve
Skew
Spherify
Squeeze
Stretch
Taper
Twist
Wave
Waving
ZStretch Noise
Technical Details
Written using Unitys Jobs and Burst
All C# source code included
Works on all Graphics Pipelines
Works on all Platforms including VR and AR
Works on all versions of Unity from 2019.4 onwards
We have released a new version of the plugin for Max 2015 through to 2021. The new data source has the same coverage as the old data but now all data is 1arcsecond (30m) so three times the resolution it used to be (Only the US had an option for 30m data previously).
To get the update please visit the store page and enter your email address in the box at the bottom to be sent a new download link. If on installing the new version files are not downloading then please change your Cache path using the ‘Cache Path’ button on the plugin rollup to a new directory, that will reset the cache system.
When you download the data the filename should be in the format of N32E037.hgt.zip for example so if you get a file called N32E037.hgt then you will need to zip that up and make sure the name is right. Once you have the file just put it in the ‘User’ folder of the ‘Cache’ folder for the Terrain Plugin, the plugin will always look in this folder before trying to download any data, this is also how you can add your own higher res data or missing data such a Polar regions, sea bed data etc. You can find where the Cache folder is on your machine by clicking the the ‘Cache Path’ button on the Terrain Rollup.
Check back to see when there is a new version of the plugin with a new data source available.
Over the last few weeks I have been going back through old projects and demos and saw that there were a lot of systems that would not really make full blown Assets, although there are a fair few that would as well, but people might find useful. I will be uploading these on my Patreon page along with 3d objects and other bits as I find them. The first two small systems are up and they are from The Steampunk demo I did a long time back for MegaFiers.
The first Asset is the Nixie Tube display system for writing messages in Nixie tubes. The system takes a string input or a list of strings and will scroll through the string or the lines and the text can be displayed on any number of tubes. The asset includes the scripts as well as the 3d objects, materials and textures.
The second system is a very simple one to display the correct time on watches or clocks, it will move the hands to show the correct time and for a clock will swing a pendulum, again the asset includes the scripts as well as 3d models of a clock and a pocket watch with textures and sounds.
I have dozens of other systems to post so keep an eye out. You can see the Nixie system and the watch in the video below.
It would seem the latest version of Google Earth has broken the system other programs use to connect to it which has stopped the texture grab feature from working, and it also seems GE now has an Auto update feature that can not be turned off so to continue to use the Texture Grab feature you will need to install a version of GE prior to 7.3. You can use this link https://dl.google.com/earth/client/GE7/release_7_1_8/googleearth-win-pro-7.1.8.3036.exe to get version 7.1.8 which works fine. You will still need to do the RegServer trick after installing GE.
To re register the GE COM server open a cmd window and go to the folder where the GoogleEarth.exe is. Then type ‘googleearth /RegServer’ then close the cmd window. The texture grabbing system should now be able to find GE correctly and grab your image.
We have just updated the Terrain Plugin to work with the 2020 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2020.
Now that Google Earth 6 is no longer working some users of the Terrain plugin are having trouble getting the texture grabbing to work with GE 7 and GE Pro. If you are having a problem then you may need to re register the GE COM server, to do this open a cmd window and go to the folder where the GoogleEarth.exe is. Then type ‘googleearth /RegServer’ then close the cmd window. The texture grabbing system should now be able to find GE correctly and grab your image.
We have recently submitted an update to the asset store, and below you will find a list of bug fixes, new features and improvements from version v3.40 which we lasted posted about here. This makes MegaFiers fully compatible with Unity 2018.1 and 2018.2, also rewritten the Wrap system so is now almost instantly generates the mapping data for wrapping the mesh instead of sometimes taking several seconds for complex meshes. MegaFiers now also builds correctly for the Hololens platform. And a small fix to the Create Mega Prefab system which could mean some prefabs could look wrong when added to a scene.
Changes since v3.40
Fixed the missing GUI call in the Point Cache Animator Inspector script that could cause Unity to crash.
Fixed the missing GUI call in the Morph Animator Inspector script that could cause Unity to crash.
Added option to Point Cache modifier to ignore first frame in playback, since some mdd files seem to save a pose frame as frame 0.
Fixed bug in MegaHose and MegaHoseNew which could cause Hose mesh to update every frame.
Some changes for latest Unity 2018.2 release.
Complete rewrite of the MegaWrap mapping system, now takes less than a second for complex meshes as opposed to an hour in some cases.
Remove some unused objects from the package
MegaFiers now works with the Hololens platform.
MegaFiers updated to be compatible with Unity 2018.1
Removed unused assets from the package
Fixed a bug where some modifiers would look wrong after being added into a scene from a prefab.
Fixed an issue in Unity 2017.2 that stopped the spline knots from being moved.
We have just updated the Terrain Plugin to work with the 2019 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2019.
We have recently submitted an update to the asset store, and below you will find a list of bug fixes, new features and improvements from version v3.34 which we lasted posted about here. This makes MegaFiers fully compatible with Unity 2017.2 and 2017.3, we have improved the OBJ Cache system and made it easier to import sequences. The Undo feature for working with splines has also been updated and improved to make editing splines nicer, and few other small fixes and improvements.
Changes since v3.34
Added inverse option to Volume Selection modifier to invert the selection.
Added inverse option to the Multi volume selection modifier to invert the selection.
Small optimisation to the volume selection modifiers.
MegaFiers is now fully compatible with Unity 2017.3
MegaFiers is now fully compatible with Unity 2017.2
MegaCache OBJ seq import now works if the file names are just numbers.
SVG importer updated to handle SVG files with ‘ ‘ separators as well as ‘,’.
Added an Align option to Bez Patch object which will automatically position non corner control points to be aligned with the edges.
Added Init Lattice context menu option to reset the Lattice points on a bez patch object.
Added Align context menu option to Bez Patch object to align non corner control points.
The Undo for MegaShapes now recognises adding and deleting of knots as well other the other options that change the spline such as Autocurve, scale etc.
Fixed bug in Make Prefab where if a mesh was deformed when prefab was made it would be double deformed when the prefab was added to a scene.
Removed an object from the demo scene with an invalid vertex that would stop the demo scene building on Mobile platforms.
Changed file sequence importers to work without need for split character or format number, so now works correctly.
Updated OBJ file importer to be able to handle negative indices.
Changed OBJ material importer so you wont get an error if Material texture map fields are empty in the OBJ file.
MegaCache made fully Unity 2017 compatible.
Stopped MegaCache OBJ animated system from animating in edit mode.
Fixed a problem with importing materials.
MegaCache now fully compatible with Unity 5.6
Changed various importers to work around the Monobehaviour bug for StringReader making importing of files with Unix line endings very very slow.
OBJ Material importer will now create Standard Shader materials instead of Legacy shaders.
Added an error message when trying to import an OBJ file which contains faces with more than 4 sides, the OBJ importer only supports quads and tris.
MegaCache now fully compatible with Unity 5.5
Improved the material importer so will use names in mtllib instead of expecting same filenames as obj files.
Option added to force calculation of normals on import, this will override any normals in the OBJ files.
OBJ files which contain no normals will now have normals calculated on import.
Material importer now removes any ‘:’ found in the material names, ‘:’ can not be used in asset names in Unity.
Material importer now defaults alpha value to 1 instead of 0 is alpha component missing, this stops meshes from being invisible after import.
Fixed bug where mesh would not display if multiple materials were found in the OBJ sequence but load materials is not selected.
MegaCache is fully 5.4 compatible.
Added option to update mesh collider for Object Cache.
There is a new version of MegaFlow in the Asset Store, and since we last posted here about MegaFlow (v1.09) we have made dozens of improvements, bug fixes and added new features and improvements to make MegaFlow more powerful and easier to use. We have added support for Maya .pda particle cache files. Also the version of MegaShapes included with MegaFlow has seen many improvements to make it easier to edit and control your splines when authoring your own flows inside Unity. MegaFlow as also been made compatible with the latest release if Unity 2017. Please check the list below for the full list of changes to MegaFlow since version 1.09.
Changes since v1.09
The Undo for MegaShapes now recognises adding and deleting of knots as well other the other options that change the spline such as Autocurve, scale etc.
When importing FLW, FGA or FXD sequences you no longer need to specify a split character or decformat.
MegaFlow made fully Unity 2017 compatible.
Fixed a bug where splines were being deleted if the ‘Add’ option was used when Loading a spl file.
Updated MegaUitls.cs so if MegaFlow and MegaFiers used together there wont be missing methods errors.
Changed FGA importer so it works with Blender FGA files that use floats instead of ints for grid dimensions.
Removed latest depreciated method calls for the final Unity 5.6 release
Fixed a problem with the Position handles when editing splines.
Splines now default to Free Handle mode for editing.
MegaFlow is fully 5.6 compatible.
Added new improved spline smoothing, you can now choose between old and new smoothing modes in the Shape Inspector. New method will produce a perfectly smooth spline through all the control points.
Added option to auto smooth the spline when you drag a knot, this will recalc the knot control points if you have changed any.
Rewritten the spline editing bit, making it easier to select and move spline knots and handles.
Move gizmos are now only shown for the currently selected knot.
To edit a spline knot you just need to click the green sphere for the point you want to edit, that will then select that point.
Option to freeze y movement when editing spline points, useful if using the free move handle type.
No need to click and drag mid point gizmos to add a new point you can now just click the circle to add a new knot.
Move handles now point along the spline.
Added extra circle gizmo at end of open spline for easier creation of splines by easily allowing addition of knot on the end.
Add Undo system for spline editing, you can now undo any changes made to a splines knots by clicking the Undo Edit Spline button.
Added option to set the max Undos that can be stored.
Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.
Added the missing SetHandles method to the MegaShapes API.
Fixed errors when building for a Windows App platforms.
Removed error in SVG importer when using a platform that does not support Regex expressions.
MegaFlow now fully compatible with Unity 5.5
Legacy particle system removed for Unity 5.5
MegaShapes lite changes applied to MegaFlow.
The Green Handle Gizmo will now scale with the gameobject transform correctly.
Fixes for deprecated methods
Fixed bug which stopped MegaFlow working correctly when flow data had been optimized.
Added a check for empty velocity data in a flow frame, stopping an exception error.
Added a warning in the console when trying to import FXD data that contains no velocity data.
Fixed FXD parser for when there are different grid dimensions for velocity, smoke and grid fields.
Beta of optimized 2D flows, if Z Grid is 1 then the system will use an optimized grid interpolation and z flow component will be 0.
MegaFlow fully Unity 5.4 compatible
Fixed a bug for Unity 5.x users where the CreateFlow component would give an error due to the component not getting an Awake call.
Added an interpolate option to the particle controllers so you can smoothly move from one flow frame to another.
Fixed particles not flowing correctly on platforms with no threading support.
Removed obsolete methods for Unity 5.1 and Unity 5.2
Fixed MegaShapeLightMapWindow problem when doing an app build.
You can now build lightmap data for MegaShape standard meshes.
Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
Fixed Shape labels being displayed if behind the camera.
Added a beta OSM data importer. Click the Assets/Import OSM option.
Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
Fixed exception if trying to build a mesh with a shape with no splines.
Fixed exception if trying to interpolate along a shape with no splines.
Fixed exception if trying to interpolate a spline with no knots.
Autocurve fixed so the last knots handles on an open spline are correct.
Fixed some potential errors in the constant speed interpolation.
Smooth value is now a slider and shows results in realtime for easier use.
Added a StartVal to the Create flow inspector which will be used to initialize the flow grid so you can easily set a start flow state.
Fixed bug in the MegaFlow Rigid Body component that stopped it working.
Added a MegaFlow controlled Rigidbody to the example scene.
Fully Unity 5 compatible
Added option to export flow frames back out to FGA files for use by other engines.
Fixed bug which caused the smoke gun objects from being shown after a while.
Added option to Smoke Gun to set range of start rotation of objects.
Flow Effect now has color gradient option to change the color of the object depending on the speed range set.
Added option to Flow Effect to align objects with the flow direction or the object movement direction, useful for arrows objects to show flow direction etc.
Added missing Mass value to the Flow Effect inspector.
Update the SmokeGun script with more options and to make it easier to use.
Added a SmokeGun object to the demo scene.
Further small changes to make compatible with Unity 5.0
Made changes for latest Unity 5 beta to fix any import warnings.
Fixed exception when adding a new curve to a shape.
Added option to Spline Tube Mesh to flip normals for inside tubes.
Added option to Spline Box Mesh to flip normals for inside box tubes.
Added option to Spline Ribbon Mesh to flip normals.
Imported SXL splines will now no longer change values to centre the spline.
Imported SVG splines will now no longer change values to centre the spline.
Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
Added new InterpCurve3D method which will return the postion, twist and also rotation quaternion for a point on a spline.
Autocurve now does the first and last handles on open splines.
Added ‘Update on Drag’ option to MegaShape inspector, if checked spline meshes will update as you drag, off then they will update when dragging stops.
Fixed inspector for spline animations so buttons aren’t hidden.
We have made quite a few improvements and bug fixes to our MegaFiers asset since version 3.25, below you will see a complete list of what new but amongst the changes are big improvements to the spline system included in MegaFiers making it easier to use and getting better results with a new auto smoothing system. We have also made MegaFiers fully compatible with Unity 5.6 and Unity 2017.
Changes since v3.25
Changed animation system to stop animated modifiers from updating in edit mode when not playing.
Took out the check to only update modified objects if selected which was causing unexpected effects and objects not updating when dependencies were changed.
MegaFiers made Unity 2017 compatible.
Changes made for the latest Unity 5.6 obsolete methods for the final release of Unity 5.6
Added new options to the BezPatch system to allow for better control over the animation system.
Size value now works for FFD handles.
Gizmo col alpha will effect FFD handles.
Stopped all MegaModify objects in the scene being updated when editing another.
Fixed FFD handles not changing mesh while dragging.
Added experimental Hit Deform modifier for deformations when your object hits something.
Fixed a problem with the Position handles when editing splines.
Splines now default to Free Handle mode for editing.
Fixed problem when building for Windows App platform with the OBJ Exporter.
MegaShapes is fully 5.6 compatible.
Added new improved spline smoothing, you can now choose between old and new smoothing modes in the Shape Inspector. New method will produce a perfectly smooth spline through all the control points.
Added option to auto smooth the spline when you drag a knot, this will recalc the knot control points if you have changed any.
Rewritten the spline editing bit, making it easier to select and move spline knots and handles.
Move gizmos are now only shown for the currently selected knot.
To edit a spline knot you just need to click the green sphere for the point you want to edit, that will then select that point.
Option to freeze y movement when editing spline points, useful if using the free move handle type.
No need to click and drag mid point gizmos to add a new point you can now just click the circle to add a new knot.
Move handles now point along the spline.
Added extra circle gizmo at end of open spline for easier creation of splines by easily allowing addition of knot on the end.
Add Undo system for spline editing, you can now undo any changes made to a splines knots by clicking the Undo Edit Spline button.
Added option to set the max Undos that can be stored.
Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.
Added the missing SetHandles method to the MegaShapes API.
Mega Copy Object now works correctly for deformed meshes so that the new mesh is not predeformed.
World Path Deform animation option works in Distance mode as well as percent mode.
Path Deform animation option works in Distance mode as well as percent mode.
Animation loop modes added to Path Deform and World Path deform, so you can Loop, Clamp, PingPong the animation if you want.
Fixed an issue with the Bezier Attractor where the points array was not being initialised causing an exception.
A new update for MegaShapes is now available, in this update we have re written the spline editing code to make it much niser and easier to use, we have removed the clutter of gizmos so now only the point you are editing will have a move gizmo displayed. We have also made it easier to add points to your spline by simply clicking the mid point circle a new knot will be added and on open splines you just need to click the circle gizmo past the end of the spline to add further knots to your spline.
Another new feature is a new smoothing method, this new system will always generate the smoothest spline through all your control points, and we added the option to automatically smooth as you drag a control point or add knots to the spline.
We have also added a custom undo system to the spline editing make it very simple to back track over any changes you make to the spline, you now just need to click the Undo button in the inspector.
And finally MegaShapes is fully Unity 5.6 compatible.
Video showing the new spline editing system, smoothing and Undo
Changes since v2.21
MegaShapes is fully 5.6 compatible.
Fixed negative dist value in terrain carve component causing an exception.
Added new improved spline smoothing, you can now choose between old and new smoothing modes in the Shape Inspector. New method will produce a perfectly smooth spline through all the control points.
Added option to auto smooth the spline when you drag a knot, this will recalc the knot control points if you have changed any.
Lofts etc will auto update if a spline knot is deleted now.
Lofts etc will auto update if a spline is reversed now.
Rewritten the spline editing bit, making it easier to select and move spline knots and handles.
Move gizmos are now only shown for the currently selected knot.
To edit a spline knot you just need to click the green sphere for the point you want to edit, that will then select that point.
Option to freeze y movement when editing spline points, useful if using the free move handle type.
No need to click and drag mid point gizmos to add a new point you can now just click the circle to add a new knot.
Move handles now point along the spline.
Added extra circle gizmo at end of open spline for easier creation of splines by easily allowing addition of knot on the end.
Add Undo system for spline editing, you can now undo any changes made to a splines knots by clicking the Undo Edit Spline button.
Added option to set the max Undos that can be stored.
Added option to Walk Loft Smooth to use a raycast, useful if your loft is conformed to the ground or otherwise moved from the loft spline.
Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.
Added the missing SetHandles method to the MegaShapes API.
MegaFiers has been updated again, this brings numerous changes, some bug fixes and a couple of new features. Firstly we fixed a small bug in the multi threaded morphing system which meant some vertices might not be moved correctly and you might have noticed a flickering on your moprhing object, this is now fixed. We also fixed the Lattice handles not updating meshes on the FFD warp objects. We also changed the Mega Copy Object option in the GameObject menu so it will now copy objects and keep their prefab info intact. Another change is the LateUpdate option has been replaced with an UpdateMode so you can now choose from Update, LateUpdate or OnRender. This was added to make MegaFiers work nicely along side other assets that may do they mesh updates in the OnRender method such as Text Mesh Pro. And finally we had a request to add an OBJ file exporter for deforming objects, so there is now an option in the GameObject menu to export the selected object to an OBJ file, or you can add the MegaOBJExport component to your deforming object and then select a key that will export the mesh, if you select ‘Sequence’ then you can set the frame rate to capture and as long as you hold down the export key a sequence of OBJ files will be exported. You can use this to bake complex animations to an OBJ sequence which you can then use to make a Point Cache file in a 3d package or import the sequence using the version of MegaCache that is included in MegaFiers.
Changes since v3.20
Added MegaOBJExport component so you can export a deforming mesh to an OBJ File or a sequence of OBJ Files.
Added new item to GameObject Menu to allow you to directly export any mesh object to an OBJ file.
Added a Scale modifier, making it easier to work with meshes that need scaling first.
Added a new ‘Mega Duplicate Object New’ option to the GameObject menu, this will duplicate an object in the scene and preserve any prefabs and still update the meshes correctly for MegaFiers.
Fixed bug that caused splines to get corrupted if you tried to use the Spline animation builder on a spline with an imported animation.
FFD Warps can now be found in the same component section as the other warps instead of a different warp heading.
Fixed issue on Unity 5.4 that dragging FFD Warp handles was not updating any object bound to that warp.
Added UpdateMode to Modify Object, you can now choose between Update, LateUpdate or OnRender, this will change when in the render pipeline the deformations are added, Update is fine for most cases but sometimes you may need the other options, use OnRender with TextMeshPro objects for example or other procedural objects.
Removed LateUpdate option from Mega Modify Object.
Small optimisation to the Bend modifier.
Fixed a bug in the multi-threaded Morph where some vertices might not be moved.
Fixed the morph example in the demo scene not working and added more example morph channels.
We have done numerous updates to MegaShapes over the last couple of months bringing some small bug fixes and a couple of new features. We have made MegaShapes fully Unity 5.5 compatible, also added a new Hose system that works better for connecting moving and rotating objects. We fixed the collisions in the rope system so that the layer selection works correctly, optimized the Lathe mesh builder and improved the normal calculation system, and many more little bug fixes and improvements.
This video shows a car being controlled by a spline but still being free to go over obstacles etc.
Terrain Blend Video
Changes since v2.12
MegaShapes fully Unity 5.5 compatible.
Layer field for the Rope collision field now shows all the layers correctly.
Fixed bug with rope collisions not using the selected layer value correctly.
Moved the New Hose system source file from the editor folder to the correct folder. You may need to delete the MegaHoseNew.cs file in the editor folder after an update.
Added new Hose Attach system that uses the new hose system.
Added a new version of the hose system that works correctly when end nodes are transformed or moved. Use ‘Hose New’ instead of ‘Hose’.
Optimized the Lathe mesh builder.
Improved the Lathe Normal calculation system so it works correctly for all cases.
Fixed the mesh array size errors in the Lathe system when reducing the vertex count.
Fixed the Regex error in the SVG importer when building for a Windows Store App
Editing of splines is now disabled if an Alt key is down, stops accidental editing of splines while changing the scene view.
Added simple demo scene showing the RBody following a path component.
Fixed error with Spline Fill mesh when being used as a collider with zero thickness.
MegaShapes fully compatible with Unity 5.3
Train demo scene fixed so the train works correctly in Unity 5.x
Fixed main demo scene where one of the lofts had its rules disabled causing an exception.
Fixed a problem in Unity 5.x where zero length tris would cause an error and stop the collider being built.
Fixed exception in inspector if you happen to create a spline with no knots in it.
Added option to turn of the autosmooth when a new knot is added to the spline.
Also added the AutoCurve option when the Add Knot button is clicked
Fixed bug in the Lathe system where normals were pointing the wrong way
We have just submitted a small update to the AssetStore and our web store. This brings Unity 5.5 compatibility as well as various bug fixes such as fixing a problem when building for the Windows App platform, fixing a bug in he conform modifier when using the axis value, and stopping the mesh being deleted if you removed the Modify Object component. We also added a new hose system that wokrs better when connecting two objects, and made improvements to the conform modifier, improved the Material imported for the MegaCache system, and added a couple of helper options to the context menu to make it easy to remove all MegaFier components from an object and also to restore the mesh to its original state,
Fixed a small bug in the Conform modifier which caused odd results when the mesh was rotated and using Local Down.
Made changes to make compatible with upcoming Unity 5.5 release.
Fixes for errors when building for Windows App platform.
Fixed a bug in the Conform modifier so now detects if the Axis value is changed and so will work correctly.
Added new options to the conform modifier to allow you to use the down axis of the object, so can conform on to objects from different directions, useful for conforming to say a sphere.
Added new Hose Attach system that uses the new hose system.
Added a new version of the hose system that works correctly when end nodes are transformed or moved. Use ‘Hose New’ instead of ‘Hose’.
Fixed the mesh being deleted if you removed the Modify Object component.
Added two helper options to the context menu for the modify object component alowing you easily remove all MegaFier components from your object and either leave the deformed state or retore the mesh to its original state.
Improved the material importer for MegaCache so will use names in mtllib instead of expecting same filenames as obj files.
Fix for Wrap system on non skinned targets not being in the correct place.
We have just submitted a small update to the AssetStore and our web store. This brings a few bug fixes such as a missing Copy Object method when using the Windows App target platform, and also MegaCache missing a method on platforms that do not support multi cores. We also added the requested Morph weight option for progressive morphs, and finally did some work on the Wrap system which fixed a problem with wrap prefabs on skinned objects not work working when added back into the scene and we have also greatly sped up the wrap system to between 2 and 4 times faster. This also adds an option to use the Unity BakeMesh system for faster calculation of skinned mesh vertices which again is a lot faster but note using that option will generate GC, if you turn it off it will be a little slower but no GC will happen, hopefully Unity will fix the BakeMesh so it will reuse a mesh instead of allocating one each time in the future.
Changes since v3.09
Fixed bug in the wrap system when using new BakedMesh option.
More fixes for depreciated methods in Unity 5.4
Greatly sped up the MegaWrap system, 2 to 4 times faster.
Added option to MegaWrap to use Unity BakeMesh for faster calculation of skinned vertices, note using the Bake option is a lot faster but will generate some GC.
Fix for MegaCache missing a method when used on a platform that does not support multi threading.
Fixed MegaCopyObject not present on Window App platforms.
Fixed error in SVG code on Windows App platforms.
Changes to the Progressive Morph Weight option so works as expected now.
Helper script MegaShapeRBodyPath.cs moved from Test Scene folder to MegaShapes folder to stop duplication if MegaFiers and MegaShapes are used together in a project.
Added weight option to Morph channels to allow adjustment of each channels contribution to the morph, useful for progressive morphs.
Fixed a problem with Wrapped object prefabs when they were wrapped to a skinned target causing errors and not working when added back to a scene.
We have just updated the Terrain Plugin to work with the 2017 version of 3DS Max. If you visit the store page and enter the email used for the purchase you can get the latest version now. The demo version download also includes a demo version for 2017.
We have updated the MegaFiers system with a few new features and some bug fixes, we added 3 new Warps namely the FFD modifiers, we also fixed a bug in the Max Morph exporter in Max 2015 and 16 if you were using Progressive morphs, we have also fix a few bugs in the Make Prefab system so there should be no problems any more and also in the Copy Object system. We also added Unity Blendshape support to the wrap system so if your wrap object had Blendshapes they will still work now. And a few other fixes as well.
Changes since v3.05
Added beta FFD2x2x2 Warp Modifier.
Added beta FFD3x3x3 Warp Modifier.
Added beta FFD4x4x4 Warp Modifier.
Fixed an issue with the 2015/16 3ds max exporter crashing with Progressive morph targets.
MegaMelt modifier custom inspector code updated to support multi object edit and undo/redo
Fixed a bug in the wrap system when a mesh is being copied causing an exception.
Fixed an issue in the Make Prefab system if a ModifyObject was attached to an object with no mesh data.
Fixed an issue with the Make Prefab system if there were copies of the same mesh in the hierarchy
Fixed an issue in the Make Prefab system where meshes could be swapped depending on order of skinned and normal meshes in the children.
Fixed the above also for Copy Object.
MegaWrap system now copies Unity BlendShape data to preserve any blendshapes that may be attached to a wrapped item.
MegaWrapRef system now copies Unity BlendShape data to preserve any blendshapes that may be attached to a wrapped item.
Fixed mesh instead of sharedmesh being used in part of the copy object, so no more leaked mesh errors in edit mode when copying.
Added a check in Create Prefab system for when a MegaWrap component is attached to a gameobject with no meshfilter which broke the copy system.
We have released an update for MegaFiers, this updates now allows you to use MegaFier modifiers on objects with Unity Blendshapes, so you can now have say all your facial morphs driven by your favourite lip syncing system but still have body deformations or morphs driven by MegaFiers running on top so clothing wraps etc will work with your lip synced models. We have also removed the error message you used to get when applying the MegaWrap system to an object. Also the version of MegaShapes has been brought up to date to include all the latest bug fixes and some improvements to the editing, and finally the system is fully compatible with the upcoming release of Unity 5.4 Available now on our webstore or on the asset store
Update video showing a few different modifiers being used to deform Text Mesh Pro text, click the image to play the video.
Changes since v3.03
Updated Mesh copy functions so Unity Blendshape data is preserved.
Stopped the mesh leak error when remapping the wrap mesh to object in the edit mode.
Editing of splines is now disabled if an Alt key is down, stops accidental editing of splines while changing the scene view.
Fixed error with Spline Fill mesh when being used as a collider with zero thickness.
MegaFiers fully compatible with Unity 5.4
Fixed a problem in Unity 5.x where zero length tris would cause an error and stop the collider being built.
Fixed exception in inspector if you happen to create a spline with no knots in it.
Added option to turn of the autosmooth when a new knot is added to the spline.
Also added the AutoCurve option when the Add Knot button is clicked
There is a new version of MegaFiers in the AssetStore and on our webstore, since the last update post here. This update brings a major change to the internal workings of MegaFiers improving how it manages meshes and their data, this finally stops the false error from appearing when you first add a modifier to an object and more importantly it allows MegaFiers to work correctly with dynamic meshes such as those from assets like Text Mesh Pro. If you do want to use MegaFiers with an asset that is procedurally generated or likely to change vertex counts then just check the Dynamic Mesh check box in the Modify Object inspector and the system will take care of any changes made to the mesh. Note that with Text Mesh Pro sometimes the deformation may not show on the mesh when Play Mode is exited, changing any value in the inspector though will update the view and the mesh to what it should be. We also improved the MegaWrap system to make mapping a lot faster and also offer a cancel button for the mapping process so you can more easily tweak the values, we also added the option to use Mega Normal calculations on Wrap meshes so as to preserve smoothing groups. We also made MegaFiers fully 5.3 compatible.
Please note due to the large changes to the internals of MegaFiers in this update please backup your project before updating the asset.
Changes since v2.99
Please make a backup before updating to this version as a lot of internals have been changed.
Removed a lot of dead code and commented out sections.
Changed the way meshes are copied and cached to make initial setup quicker, use less memory and stops the false error that would appear when a modifier is first added to a mesh.
Mesh changes mean system can work with assets like Text Mesh Pro which update their meshes at Start time.
Added Dynamic Mesh option to Modify Object, turn this option on if your mesh is procedural in any way, ie text , for optimized handling of dynamic mesh data
Re did Mega Wrap mapping so now uses a cancel progress bar, so you can stop the process and also see how long it will take.
Greatly sped up the Wrap mapping process.
More performance increase to come to the wrap system in future updates.
Made changes for full compatibility with Unity 5.3
Added beta option to MegaWrap to use the MegaNormal recalculate option to preserve smoothing groups.
Added beta option to MegaWrapRef to use the MegaNormal recalculate option to preserve smoothing groups.
We have done numerous updates to MegaShapes over the last couple of months bringing some small bug fixes as well as new features such as all the Clone layers now work with the Conform option so you can easily build fences, walls etc that lay nicely on your ground, you can also now generate lightmap data for the basic MegaShape meshing options. We have also improved the OSM importer to allow you to select which layers to import and we also added a new demo scene to show how MegaShape splines can be used to control Rigid Body objects, in this case a car driving around a scene but still allowed to go over jumps etc.
Controlling Rigid Bodies with Splines
This video shows a car being controlled by a spline but still being free to go over obstacles etc.
Terrain Blend Video
Changes since v2.08
Fixed exception bug in the spline notify system that could appear when loft layers which do not use cross sections are used.
Added conform option to the Clone spline layer so can now easily make fences etc fit the terrain
Added conform option to the Clone spline Rules layer so can now easily make fences etc fit the terrain
Added conform option to the Clone spline Simple layer so can now easily make fences etc fit the terrain
Added conform option to the Scatter spline layer so can now easily make fences etc fit the terrain
Changes for Unity 5.1, removal of obsolete items etc.
Fixed CrossSection lines not showing for Complex layer type.
You can now build lightmap data for MegaShape standard meshes.
Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
Added a new demo scene to show a RBody being controlled by a spline. Car model kindly provided by www.uistudios.com
There is a new version of MegaFiers in the AssetStore and on our webstore, since the last update post here we have added a few features to the spline system and fixed a few small bugs. The Point Cache system importer has been improved as has the OBJ importer for morphs. And the Wrap system has seen some fixes and can now properly be saved to Prefabs and multi object prefabs can also be made correctly now.
Changes since v2.94
Fixed MegaShapeLightMapWindow problem when doing an app build.
Changed the Copy Object system to work better with Wrapped objects. Use “GameObject/Mega Duplicate Object”
Improved the Create Mega Prefab system. Use “GameObject/Create Mega Prefab”
Added MegaCopyObject.DuplicateObject() method to allow you to copy Mega objects from script.
You can now build lightmap data for MegaShape standard meshes.
Changed OSM importer to use ulong for ids instead of int so can now handle complex OSM files.
Fixed Shape labels being displayed if behind the camera.
Added a beta OSM data importer. Click the Assets/Import OSM option.
Fixed exception if trying to build a mesh with a shape with no splines.
Fixed exception if trying to interpolate along a shape with no splines.
Fixed exception if trying to interpolate a spline with no knots.
Added a check to the Wrap system for skinned meshes with no bones being used as targets, system will now work in such cases.
Changed the PC2 file importer to allow for files that do not contain all the samples indicated by the header.
Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
Improved Move RigidBody along spline system example script MegaShapeRBodyPathNew, note it is an example script for you to base your own on.
Added a break force option to RigidBody spline follow.
Fixed a bug in the Load Targets option when using OBJ files with the morpher.
Added more options to the Move Rigidbody along a spline script.
Added option to the Walk Rope example scripts to check object is within the bounds of the bridge object. Enable Recalc Bounds on any rope bridge to use.
Removed the unused function LoadTexture which was causing a compile error when building for webplayer.
Added a warning in the Wrap system if you are trying to wrap to an object with no mesh.
Just a quick post to highlight some of our assets for Unity from the videos we have posted just in case we have any new visitors that may have missed them.
MegaFiers Features
A little promo video for MegaFiers that shows a few selected features of the system.
Just added an update to MegaShapes v2.08, since the last update posted here we have made improvements to the Terrain carving, fixed some bugs and made a bunch of general improvements. We also added example scripts showing how to draw splines and lofts at runtime using the mouse or touch, also added an example script showing how to control rigid bodies with splines and we have added support for importing OSM (Open Street Map) files to splines. Below you can see a couple of videos showing the new draw spline.loft system as well as the system to control Rigid bodies.
Drawing Splines and Lofts at Runtime Example
This video shows the new script included with MegaShapes that allows for splines or lofts to be drawn at by the user at runtime.
Controlling Rigid Bodies with Splines
This video shows a car being controlled by a spline but still being free to go over obstacles etc.
Changes since v1.97
Fixed Shape labels being displayed if behind the camera.
Added a beta OSM data importer. Click the Assets/Import OSM option.
Added example script showing how to move a RigidBody object along a spline with forces.
Added FindNearestPointXZ and FindNearestPointXZWorld methods to MegaShape API.
Improved Move RigidBody along spline system example script MegaShapeRBodyPathNew, note it is an example script for you to base your own on.
Added a break force option to RigidBody spline follow.
Added more options to the Move Rigidbody along a spline script.
Changed Clone Spline simple so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
Changed Clone Spline so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
Changed Clone Spline Rules so position of layer is not linked to spline position, no need to duplicate the spline if used multiple times.
Fixed exception if trying to build a mesh with a shape with no splines.
Fixed exception if trying to interpolate along a shape with no splines.
Fixed exception if trying to interpolate a spline with no knots.
Remove the SetActive warning from Draw Loft Component.
Added in the Mega Mesh Page component.
Added a new Scatter system (MegaLoftScatter) to allow you to scatter complete objects onto lofts.
Tweaks to the Draw loft and Draw Spline components.
Autocurve fixed so the last knots handles on an open spline are correct.
Added a Draw Spline example script to make splines by drawing with the mouse at runtime.
Added a Draw Loft example script to make new lofts by drawing with the mouse at runtime.
Added a demo scene showing the draw spline system.
Added draw loft example to the first tutorial scene.
Fixed some potential errors in the constant speed interpolation.
Smooth value is now a slider and shows results in realtime for easier use.
Fixed Terrain Carve gizmo being offset from the loft.
Fixed exception when first adding a terrain object to the terrain carve system.
Made the default curves for the terrain carves correct for left and right.
Terrain carve now works with open lofts.
Terrain carve outline splines now use same interpolation settings as the loft spline for better results.
Terrain carve Conform button will not appear in the inspector until the Save Heights button has been clicked to save confusion.
Fixed bug in the WalkLoft GetLocalPoint method where it was not using the passed dist value.
Fixed bug in the WalkLoftSmooth GetLocalPoint method where it was not using the passed dist value.
Added GetPoint method to WalkLoft to get any point on the loft, as opposed to the GetLocalPoint which is relative to the current walk loft position.
Added GetPoint method to WalkLoftSmooth to get any point on the loft, as opposed to the GetLocalPoint which is relative to the current walk loft smooth position.
Further small changes to make compatible with Unity 5.0
Fixed import warnings for the latest Unity 5 beta.
We have set up a Patreon page in case anyone would like to help support the creation of new tutorial videos for our Unity assets and also help add new features to existing assets as well as the creation on new systems to help you make your games.
We have submitted the latest update to MegaCache to the Asset Store and our webstore, this adds a beta of a new Particle Playback system which is different from the existing Particle cache system in that it can be used to playback one shot or discreet particle effects such as explosions, the previous particle cache system is used to play back continuous particle simulations such as smoke. Also the system is fully compatible with Unity 5.
Changes since initial release
Added option to particle import to remove particles alive in last frame from import.
Improved particle importer to remove particles that only have one frame of data.
Added a new Particle Playback component for direct particle playback as opposed to the emitter version, means one shot effects like explosions etc can be used as opposed to constant effects like smoke.
Added playback component for legacy particles as well.
Removed the unused function LoadTexture which was causing a compile error when building for webplayer.
Fully Unity 5 compatible.
Smoke in demo scene working correctly.
Added a beta of a new Point Cloud import and playback system.
Works with Unity 5
Fixed bug in Particle Inspector
Fixed bug in Legacy Particle Inspector
Added a beta exporter for Blender to export Blender particle systems to MegaCache prt format.
Fixed bug with particle importers wanting .txt extension instead of .prt generated by the Max exporter.
Demo scene was saved using a file as a data source which would not work without the cache file. Demo scene now uses an ‘Image’ data source.
Added option to update mesh collider for Object Cache.
Added option to update mesh collider for Object Cache Ref.
Added a runtime folder option for OBJ Cache files, cache files for standalone builds need to be copied the data folder for the build after the Unity build.
Just a quick post to say that all our Assets are fully Unity 5 compatible and will import into your Unity 5 projects with warnings or need for the Unity auto update tool etc.
We have just updated MegaFiers again in the Assetstore and on our webstore, this brings a lot of changes since the last update news was posted here, below you will see a list of the changes, improvements and bug fixes since version 2.82.
Changes since v2.82
Optimized the Attractor Shape modifier some more.
Attractor shape modifier now works with multiple splines.
Added a version of the Displace modifier that can use RenderTextures.
Added option to World Path deform to use a distance value or percent value.
Added option to Path deform to use a distance value or percent value.
Tweaks to the Draw Spline components.
Autocurve fixed so the last knots handles on an open spline are correct.
Added a Draw Spline example script to make splines by drawing with the mouse at runtime.
Fixed some potential errors in the constant speed interpolation.
Smooth value is now a slider and shows results in realtime for easier use.
Further small changes to make compatible with Unity 5.0
Made changes for latest Unity 5 beta to fix any import warnings.
Fixed exception when adding a new curve to a shape.
The Clone Spline layer now works with the spline twist values.
Fixed exception when adding a new curve to a shape.
Added option to Spline Tube Mesh to flip normals for inside tubes.
Added option to Spline Box Mesh to flip normals for inside box tubes.
Added option to Spline Ribbon Mesh to flip normals.
Imported SXL splines will now no longer change values to centre the spline.
Imported SVG splines will now no longer change values to centre the spline.
Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
Added new InterpCurve3D method which will return the postion, twist and also rotation quaternion for a point on a spline.
Autocurve now does the first and last handles on open splines.
Added ‘Update on Drag’ option to MegaShape inspector, if checked spline meshes will update as you drag, off then they will update when dragging stops.
Fixed inspector for spline animations so buttons aren’t hidden.
Added option to MegaCache Obj to update the mesh collider if one is present.
Fixed a bug in the Copy Object method where normals might not be copied correctly depending on settings.
Added a runtime folder option for OBJ Cache files, cache files for standalone builds need to be copied the data folder for the build after the Unity build.
Fixed mouse offset issue in dynamic ripple modifier if using a box collider which has a non zero center value.
Added new modifier, Conform Modifier that supports multiple targets.
Added option to OBJ Cache inspector for Name Split character.
Fixed potential memory leak in OBJ Cache system
Fixed image base OBJ Seq mesh not appearing when project loaded until it is animated.
Fixed final warning for importing asset into Unity 5.x project.
Fixed bug meaning bilinear option in Dynamic ripple could not be unchecked.
Made changes to OBJ importer to work with odd OBJ files such as ones with no normals etc
Frames slider appears correctly when selecting a cache file for the first time
Added beta of the MegaCache OBJ cache system, this will be the basic version of the system in the full MegaCache asset
Fixed MegaPaint so it imports into Unity 5.x with no changes needed
Doubled the speed of the Attractor modifier
Added a limit option to the Attractor modifier to limit range of the effect and help improve performance.
Repulse mode in Attractor modifier now works correctly.
Added simple demo scene for the Attractor modifier.
MegaFiers now imports into Unity 5.x with no changes required.
We have just released version 1.97 of MegaShapes to the Asset Store and our webstore. This brings some bug fixes as well as new features such as being able to flip the normals on meshes generated from Splines so you can have inside tubes easily. The Clone Spline layer now can use the spline twist values and we added some extra methods to the Walk Loft scripts to allow you to easily get points on the loft.
Changes since v1.94
The Clone Spline layer now works with the spline twist values.
Fixed exception when adding a new curve to a shape.
Added option to Spline Tube Mesh to flip normals for inside tubes.
Added option to Spline Box Mesh to flip normals for inside box tubes.
Added option to Spline Ribbon Mesh to flip normals.
Added a method GetLocalPoint(float dist, float crossa) to WalkLoft script to allow you to easily get a point on the loft in the local space which can be used for steering controls etc.
Added a method GetLocalPoint(float dist, float crossa) to WalkLoftSmooth script to allow you to easily get a point on the loft in the local space which can be used for steering controls etc.
Imported SXL splines will now no longer change values to centre the spline.
Imported SVG splines will now no longer change values to centre the spline.
Added Centre Shape button to Shapes Inspector to allow you move the pivot to the centre of all the points.
Fixed a bug in the MegaShapeFollow script when using the option to rotate objects to align to the spline.
Added new InterpCurve3D method which will return the position, twist and also rotation quaternion for a point on a spline.
The nice people over at HutonGames sent us a copy of PlayMaker so we could look at adding some actions to allow PlayMaker users to more easily use the MegaFiers system, so over the last week or so we have been adding Actions for the more commonly used aspects of the system and will be releasing a PlayMaker Actions asset soon. To start with the include actions will allow you to control most of the Modifiers in MegaFiers along with the Warps. We will be adding further actions to the system probably as they are requested by PlayMaker users, so if you are a user of PlayMaker and MegaFiers then please do let us know what is needed. And we will also soon be adding PlayMaker actions for our other Mega Assets such as Shapes, Book, Scatter, Flow, Cache and Wires.
Current Modifier Actions
Currently the actions included allow you to control the following Modifiers.
Attractor Shape
Bend
Bubble
Conform
Crumple
Curve Deform
Cylindrify
Displace
Displace Limits
Globe
Hump
Melt
Noise
Page Flip
Path Deform
Point Cache
Push
Radial Skew
Ripple
Sinus Curve
Skew
Spherify
Squeeze
Stretch
Taper
Tree Bend
Twist
UVAdjust
UVTiles
Vertical Noise
Warp Bind
Wave
Waving
World Path Deform
Current Warp Actions
And also the following Warps.
Bend
Bubble
Cylindrify
Globe
Hump
Melt
Noise
Ripple
The clever chaps at VirtualWare have released a video of their amazing Virtual Aquarium that they have just installed in the Yurabi Restaurant in Barcelona. They used MegaFiers to animate all the fish and creatures in the tank. I think a trip to Barcelona is called for 🙂 Click the image above to play the video to see the Aquariums in their full glory.