MegaCache Available
MegaCache is available for purchase on our webstore, and will soon be in the Unity AssetStore, you can find out more about the system by cheking the MegaCache section of the website by using the mneu bar on the left.
MegaCache is available for purchase on our webstore, and will soon be in the Unity AssetStore, you can find out more about the system by cheking the MegaCache section of the website by using the mneu bar on the left.
We are getting close to the release of MegaCache which is our new system for Unity that allows you to import complex mesh animations and particle systems and play them back inside Unity. All the systems in MegaCache make use of multi threading for amazingly fast performance and also feature memory optimizations to allow complex files to be used with minimum inpact of resources. The video is a little teaser of the system playing back a Fluids dynamic simulation a RayFire Fracturing object animation and a Particle Flow system exported from Max and imported into the Unity Shuriken system by MegaCache.
Update: We have submitted MegaCache to the Unity Assetstore for approval, or if you can’t wait it is available now on our website.
Since the first release of MegaFlow we have done numerous updates to fix any issues and add numerous new features to the system with more to come. The main new feature that was added is support for moving flow sources which opens up some cool uses for the system, we have also improved the Texture 3D support so now vector feilds can be used by GPU based particle systems such as TC Particle, and we have improved the Vector field authoring system. Below is a complete list of the changes since first release and there is also a video showing the work flow for the new moving source system.
Just a quick post to say the early adopter pricing of $50 for the MegaFlow system will be ending soon, so don’t miss out.
This video is a first look at a new system coming to MegaFlow soon, it allows you to have moving MegaFlow sources in a scene that follow the path of a moving object and allow that object to interact with particles as it moves through them. The first part of the video shows a scene with leaves and smoke and a car driving through them, as expected no interaction happens between the car and the particles. With the Moving source system turned on the car will now react nicely with the leaves and smoke, dragging the particles along in the MegaFlow vector field that is attached to the car. The Vector Field was generated using FumeFX in 3DS Max and imported into MegaFlow.
Have you ever wanted to simulate a wind tunnel in your game, or have leaves of snow blow through your village flowing naturally around buildings, speeding up down alley ways or settling slowly in the lee of an obstacle, Lava flowing down a volcano side or Waterfalls cascading over rocks, Or a car stirring up leaves as it drives along a road in Autumn, vortices for your plane wings, perhaps an object floating along fast moving water, tornadoes, or even simulate gravity around objects in space, if so then MegaFlow can help.
MegaFlow is a set of systems that allow you to use Vector Fields to control the movement of objects or particle systems in Unity. Vector fields are a 2D or 3D grids of values that describe the direction and magnitude of velocities for that point in space. The Vector Field can be generated by systems such as Maya Fluids, FumeFX, Krakatoa, etc. MegaFlow can import the files generated by those systems in the form of .FXD or .FXA files, it also has an exporter for Maya that will export any Maya fluid simulation to the MegaFlow .FLW format. You can then import a single frame or multiple frames into the MegaFlow system in Unity and then use that to control the movement of particles from either the Shuriken or Legacy particle system, or control movement of Rigid Bodies or just general objects. Don’t worry though if you don’t have access to any Fluid Simulation software as MegaFlow also comes with a system that allows you to author your own Vector Fields inside Unity using multiple splines to define flow directions and forces.
The movement of objects interacting with the Vector Fields is via a simple physics simulation which has parameters that allow you to control the overall force the field applies and the mass of the objects that are interacting with it, this means you can adjust the look and feel of the flow from either a very tight following of the flow to a subtle influencing only of objects that move through the field. You can change the force the field exerts or reverse the flow direction. All the values can be adjusted at runtime via script of the Unity animation system if required.The physics code used is optimized for performance and makes use of multi threading on any system that has multiple cores for super fast performance even with 10’s of thousands of particles being moved.
If a system such as FumeFX or Maya fluids has been used to create the Vector Fields then that would allow you to place obstacles into the flow, if the flow is then used to control a Particle system you can get even more performance back by disabling the collision system in the Particle system, since the Vector Field will now handle moving the particles around objects in the way, this can get you quite a saving in CPU time in complex scenes. You can off course still use the collision system of the particles or rigid bodies alongside the flow system if you wish.
The Vector Field source can have any number of Vector Fields loaded so you can do animation of flows if required, or just easily swap the flow field being used to change the look and flow of your scene. You can ask the system to show you the flow through the system of objects via the visualization options, or display the flow as either vector lines or colored cells.
Included in MegaFlow are various components to help you use the Vector Fields in your projects. There are components to control the Unity particle systems as well as a component you can attach to any rigid body object that will then allow that object to be influenced by the Vector Field. There is also an example Smoke Gun script that will inject large numbers of objects into a scene so you can see how they flow.
To find out more about the system please check the MegaFlow section on the menu on the left.
Below are some videos showing the MegaFlow system being used in a couple of scenarios, the first uses a Maya Fluid simulation to simulate the airflow around objects in a scene, the second shows the in Unity creation of Vector Fields from splines and that then being used to control a particle system. The third shows a Vector Field being created inside Unity using splines to define flows.
We have added some new features and fixed a couple of bugs since the first release, listed below are the changes, many more coming.
MegaFlow allows you to use the power of fluid simulation software such as RealFlow, FumeFX, Maya and others to generate Vector Field simulations that can then be used to control the flow and behaviour of particles, rigid bodies or any other game object in your projects.
MegaFlow supports industry file formats such as FXD and FGA as well as having a custom exporter for Maya for an xml FLW format. The simulation code in MegaFlow is multi-threaded so runs extremely fast on many thousands of particles.
You can now use the power of Vector Fields to have complex particle flows or for moving any sort of kind object around a scene. MegaFlow will be available soon in the AssetStore and on our website
Just submitted v1.94 of MegaShapes to the Asset Store and to our own store page. This brings some improvements to the spline editing and a series of bug fixes and some changes for the upcoming release of Unity 5.0.
Just uploaded an update for MegaFiers, since the last update post this brings some fixes to the path follow script and a helper script for moving rigid bodies along splines. Also Made some changes for the up coming Unity 5.0 release and have added the new Bezier Attractor modifier beta which is handy for doing breaking waves.
A little promo video for MegaFiers that shows a few selected features of the system.
Another quick post to say a new version of MegaFiers was released a few days ago, this sees various bug fixes and improvements to both MegaFiers and the basic MegaShapes system included in the asset
We have made available a new version of MegaShapes that fixes some issues with the new Multi Material Complex loft layer and also reduces the vertex count in the loft. Below is a list of all the updates since the last MegaShapes update post.
We have been adding more example content maker scripts to Megabook, the latest one allows you to use multiple mesh objects to build your page content, so you just layout each pages content using whatever text system and meshes you like with any number of materials, then using the helper script you select the parent object for each page layout and the book builder will do the rest automatically combining all the meshes and materials it finds under the parent and adding it to the page mesh so that the content will bend and turn with the page. So you can now layout your text in anyway you like using any text system you wish and add in images.
The text in the example above was generated using Text Mesh Pro which is an excellent Signed Distance Field text system for Unity with a ton of rendering options, and as it uses SDF the text will remain crisp and sharp no matter how closely you zoom in, also Text Mesh Pro allows for easy coloring of text and a load of other special effects so making it the perfect partner to MegaBook for creating your content. You can though as mentioned above use any system that builds a mesh.
Broken Window Studios have made use of MegaWires in it’s upcoming Horror Experience game ‘Grave‘. There is a demo of Grave available to download on the game website where you can also help support the development of the game.
We have released an update to the MegaBook system for Unity which allows you to add custom meshes to each page of your book, the main use for this is to add dynamic text to the book system as opposed to just using textures for each page. The system makes use of a helper class so can be used be any text mesh system, in the example below I used the free Typogenic system but you could use TTFText of Text mesh Pro etc. You can also add more than just text meshes, you could add any sort of embellishment to each page. We have also added a hard front and back cover system so you can add nice leather bound jackets to your books.
Just a quick post to say if you are needing support for any of our products then could we ask that you use the Support Ticket System, we get so many emails daily that is very hard to keep track of which of those are support requests and which of those have been dealt with or answered, the support ticket system keeps all the requests in one place and we can easily see which have been dealt with and which have not. Also Support tickets take priority over direct emails. So if you need help please do make use of the Support Ticket System
We have just updated the Terrain Plugin to work with the 2015 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 2015.
We have released an update for MegaBook that fixes a couple of issues and adds some improved features. The change list for version 1.04 is below.
We have just submitted to the Asset Store and made available on this site our new MegaBook procedural animated books and comics for Unity. You can out all about on the MegaBook section of the website and below is a video introduction to some of the features of the system. We hope to have a webplayer demo uploaded soon to try as well.
And a couple of grabs from the MegaBook demo.
Just submitted an update to the asset store. This adds the beta of the new Multi Material version of the complex loft so you can now have any number of different cross sections along your loft with different materials defined. There is no error checking at the moment on material ids so you need to make sure the cross section splines have the same number of knots in them and the material ids match. I added a method in the extra functions section in the inspector to allow you to copy ids from the previous spline so you don’t have to go through every spline in a shape setting the ids for each one.
The terrain carving works with the new layer but at the moment conforming does not work that will be in the next update. We also made some improvements to the carving system making it a little easier to use. The spline system has had some little extras added such as hiding the origin handle as it did get in the way of some knots sometimes and added a snap option to the knot and handle movement.
And there are a few bug fixes as well.
This video shows the first test of our new MegaBook system for Unity. This asset allows you to quickly and easily build full books or comics with complete control over the number of pages, and the page turning effects etc. You can ask the system to generate the page meshes for you or you can select to use your own page mesh so you are not limited to rectangular pages.
You have complete control over how the pages bend and twist as they turn, and how far they turn, where they turn and the radius of the turn, so it is easy to turn up just the edge of the pages to get a flip book effect etc.
Another video showing the various options available will be out soon and the system will be in the Asset Store and on our website very soon.
A new feature we have just added to MegaShapes for the next update, now you can have your terrains match perfectly to your MegaShapes lofts with a click of a button, the system will match up whatever terrain you have so that the sides of your loft blend in nicely. You have complete control over the distance the blend happens as well as the profile of the blend. So now making race tracks or any other game level with MegaShapes is even easier and more fun. Also remember the system also includes the option to have your loft conform to the terrain, so you can easily meet in the middle if you wish, ie make a flat track then conform that a little to your terrain then carve the rest. It is up to you, you have complete freedom to experiment as everything is procedural. Even while your game is running you can have the the terrain adjust so making track or level editors easy. And again as everything is procedural you can adjust the number of vertices depending on the system the game is running on, or have your levels be built at runtime so making your games much smaller and load faster.
We have just released version 1.81 of MegaShapes to the AssetStore and our website. This brings the beta version of the new Multi Material Layer that is shown in the images and videos above, allowing for lofts to have multiple materials in a single layer so making it a lot easier to build more interesting lofts such as the race track in the image which uses just two splines and a single loft layer. You have complete control over the density of the mesh produced so making it easy to change the vertex count for different platforms, or for building sections of track at different detail settings to make lod objects etc.
We have also made the spline system a little friendlier to use such as adding buttons to flatten splines or remove all twist angles from a spline and added an easing option for the twist angles to get a smoother transition between angles.
Also we will be increasing the price of the system a little in the near future so if you are thinking of making a purchase don’t wait too long.
First look at a new layer type being added to our MegaShapes system, the track in this image is built with a single loft from one path spline and one cross section spline, all the materials and textures are added and blended by the new Multi Material layer.
The new Multi Material layer allow you to define a material per spline section and the vertex color system in MegaShapes also allows you to blend multiple textures on each of those textures. The track is one single mesh procedurally created and easily editable in the editor or at runtime. You can off course make use of the other layer types on the system to add more detail, ie crash barriers, trees, place objects etc. We will be adding a video showing how the track was built very soon.
Been doing a lot of updates to MegaFiers and MegaShapes recently and below you can find all the changes to both systems since I last posted about updates. One of the main new features is we have added a per knot twist value to the spline system, you can control the twist via a gizmo in the editor for each knot of type in the values in the inspector, this now makes it a lot easier to add rotation to your spline meshes or to any loft that makes use of that spline. Also any other system that makes use of splines will now also take the twist into account so path follow for example. MegaShapes also sees a lot of bug fixes and improvements, check the list below.
Video showing the new knot based twisting working.
Video showing the Bez Patch deform object in MegaFiers
We have submitted some updates to MegaFiers, MegaShapes and MegaScatter. These updates bring a few bug fixes to all systems as well as adding new features, check the change list below for what has changed for each Asset. We have also done some video guides for the MegaScatter system and a video showing some of the spline editing features available in all three of these packages.
Tutorial 1 – Basics of Scatter Mesh.
Tutorial 2 – More advanced features of Scatter Mesh.
Tutorial 3 – Spline Editing features.
We have just released MegaScatter the procedural object placement system and it is available now on our Webstore or in a couple of days from the Unity AssetStore at an early adopter price of $50. The docs for the system are available now on the website if you select the MegaScatter option on the left hand menu you will find the pages that describe what it does, the various scatter objects and the scripting API etc. We have also uploaded the Demo made using our MegaScatter system, all objects in the scene apart from the house, well and trees are generated and positioned at run time. It is quite a complex scene but you can open the options and adjust the detail setting to increase or reduce the amount of objects scattered in the scene. You can also toggle the various image effects. Hold Mouse Left button to swing the camera, wheel to zoom and keys W and S to roll the ball.
We will be uploading some tutorial videos on the system over the coming week as well as adding more requested features to the system, so if there is anything you would like to see let us know.
MegaScatter is a system that allows you to easily scatter any number of objects in to your scene into areas either defined by splines or by textures. You have complete control over how many objects of each type are added to the scene as well as how they are placed. You can define random rotation, scaling, offset values as well as color variation. Objects can be told to place them selves on any underlying terrain or collider objects and align themselves to that object. You can define limits such as the slope angle an object can appear on as well as a range of heights so you can easily have grass appear a low levels turning to rocks at higher levels. The scatter system can also be told which objects in the scene to not scatter on and how far away from those objects an item can be places. And objects can be told not to overlap themselves or other objects in the scatter layer.
Objects can be scattered either in the editor or can be scattered at run-time to the options you have defined. Scattered objects can either be scattered as copies of the objects themselves ot the system can be told to combine all the meshes to massively reduce the Draw Call count. Another great advantage of having the objects scattered at run-time is greatly reduced file sizes and loading times. The demo scene in the video is only 10Mb when the objects are scattered at run-time, the same scene produced normally would be 43MB not to mention the hours it would take to position the objects by hand.
And another great advantage of the scatter system is the scene can very easily be re scattered to suit different platforms or CPU usage without having to rebuild the scene or having etc in the editor.
The demo scene just contains a simple terrain and a model of a house, everything else in the scene (apart from flying things) is added procedurally at runtime with MegaScatter using 1 simple flower object, 2 simple grass objects and 2 rock objects. All the color variations, scaling, rotation etc is handled by the system and at any time you could just say I want more or less objects and the scene will be repopulated for you. Even the data that drives the swaying plant shader is generated by the system with control over how the plants react.
Just been putting the finishing touches to a our MegaScatter system that allows you to easily scatter objects in your scene with areas defined by splines. So you can easily define regions for plants, trees rocks etc and then choose the objects you want to position in that area and have the system place those objects for you either in editor mode or at runtime. The system can either scatter objects individually or it can be asked to combine the meshes to reduce draw calls. Below is a video from version 1 of the system that was not released, we have extended the functionality and ease of use of the system with more features coming soon. If anyone has any ideas or suggestions for features they would like to see added please do let us know.
New versions of MegaFiers and MegaShapes are in the Asset store and the webstore, this sees an improvement to the SVG importer to cater for lines that describe filled shapes, also improved performance on the interpolation of constant speed splines. Also in MegaFiers I have added a little example script to show how an object can be made to show a wake if moved over a dynamic ripple mesh.
We have just submitted updates to both MegaFiers and MegaShapes to the Asset Store and to our web store. In MegaFiers we have updated the Melt modifier with a thickness value so fully melted objects can have a height instead of being totally flat, also added the Melt system as a Space Warp so you can easily melt multiple objects as they move towards the warp.
MegaShapes has also seen the inclusion of the new transport frame system which will allow for loops to be done more easily removing the ugly twists that could appear. The loft system has also seen some performance improvements and some bug fixes. We have also nearly finished a system that will optimize generated lofts removing unneeded vertices from flat sections of lofts so expect to see that in a future update.
We have just released an update to the asset store and on our website. This brings an improvement to the Plant Poles system where it will not preserve the existing wire params if you update the pole planter params, so before if you built a wire and then adjusted all the physics params etc then changed a pole planter way point those settings were reset, now they aren’t making it much nicer to tweak things. Also if you had added you own child objects under the plant poles objects they were destroyed, now they aren’t.
One of the issues that has frustrated me a little when using our MegaShapes system is the issue of gimbal lock when dealing with twisting looping lofts such as you would get when trying to build a roller coaster object, well I sat down the other day to figure out the maths to fix the issue and finally figured it out, so the next update to MegaShapes will see the new improved transport frame method included which will make life much more pleasant for any users who have been wanting to make looping tracks etc. Below is an image that shows the old transport frame method on the left with the nasty twists in the loop and on the right the same loft with the new method, much nicer.
We have just submitted MegaWires to the Unity Assetstore so we have added the docs for the system to the website. You can find out all about the system at the MegaWires Section of the website. You can read about the various components that are included with the system and what all the various params do. Also included with the system is 42 different pole types to get you started on adding dynamic wires to your scene all with predefined wire connection points. An image of all the different pole prefabs included in the package can be seen below and we hope to add more poles and pylons over time.
MegaWires is a new editor extension for the Unity Game Engine we will be releasing very soon, it allows for easy setting up of dynamic physics controlled wires in your scenes to add a little extra detail and movement to your games.
The system uses a custom physics system to simulate the high tension wires you get between telegraph poles and electrical pylons. The system includes 42 different poles to get you started but you can add your own poles and pylons very easily. You have complete control over the complexity of the physics used to simulate the system as well as over the meshes it produces. You can have Wind effects added to cause your wires to sway about and there are helper scripts to allow objects to be hung or attached to the the wires in the scene.
The system is optimized for game use with built in options to disable the whole system or parts, as well as a LOD system to turn the physics off on spans based on distance but with automatic waking up of the physics if a pole would say fall over in your scene.
More videos will be added showing the features of the physics and wind systems, the meshing options and the other helper scripts included with the MegaWires package.
We have just uploaded a bug fix for the 3ds max Terrain plugin. A recent set of Windows updates had caused issues with the licensing system we are using for the plugin causing it to hang on startup. This has been fixed now so if you were having that problem with the plugin or in the past had to load the plugin via the Plugin Manager then this update will fix those issues for you. To get the latest version just visit the store page and enter your email address you used for the purchase and a new download link to the latest version will be sent out to you.
We have released updates to both MegaFiers and MegaShapes. A new feature in the MegaShapes package (also included in the MegaFiers version) is a helper script to make it easier for multiple objects to follow a spline path in a connected way for example a train. The system allows you define the spacing between objects and also allows wheels to be steered separately from the main object if you want.
MegaFiers also sees a couple of bug fixes as well as some additions to the common params for each Modifier, you can now add a label to each modifier so in the event you have a lot of modifiers attached to an object you can track down the one you want by looking at the ‘Label’ string. Also a LOD value was added thanks to Sergio Barrera which allows for modifiers to be disabled or or enabled via a lod system, a LOD manager helper script is also included.
New versions of MegaFiers and MegaShapes are in the Asset store and the webstore, this sees the new conform system being added to the general meshing options in MegaShapes, so now you can have the mesh generated from the spline in any of the available modes i.e. Fill, Box, Tube, Ribbon conform to any target mesh or terrain, so you can easily use the ribbon mode for example to lay a road over a terrain.
Just to a quick message to say that after the major storm that hit the south of England at the weekend we have finally after 3 days in darkness got power back here, so if you emailed us over that time we will be getting back to you as soon as we can.
Just done another update to MegaFiers that is in the Asset Store and on our webstore now, this sees a bug fix for the system that shows the vertex mapping debug info for when a morph fails to map correctly, this helps you see what is causing the error. And we have added a beta of a new modifier, the conform system we added to MegaShapes is now in MegaFiers as a modifier, so you can easily conform one mesh onto another so for example you could have a flat road mesh and want to lay that over a terrain or a ground mesh, the conform modifier will do that for you. Below you can see a video showing the modifier as well as one showing the conform system working in the full version of MegaShapes. You can more info on the Conform modifier on its Help Page