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► Curved World 2 ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Jul 28, 2015.

  1. GeorgeCH

    GeorgeCH

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    Yep, I meant 3D text, not UI.
     
  2. Arkhivrag

    Arkhivrag

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    Bookmarked for the next update. Planed for September.



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  3. TalhaDX

    TalhaDX

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    I want to use the dark theme and runner feature.

    Asset has mobile controls?
     
  4. Arkhivrag

    Arkhivrag

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    Asset includes mobile Unlit, VertexLit and One Directional Light shaders.
    Controls are universal for all devices.



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  5. daniel-griffiths

    daniel-griffiths

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    Hello, after importing your asset to Unity there doesn't seem to be many shaders included. Do you have a water shader for Curved world?

    Also do you have a double sided shader for vegetation.

    Thanks

    Daniel
     
  6. Arkhivrag

    Arkhivrag

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    Import additional shaders from Curved World settings window.
    upload_2018-10-4_22-56-47.png



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  7. amit-chai

    amit-chai

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    Hi, I haven't bought it yet, I wonder how can you bake shadows if I need the world to move...? I see there is a shader package above with some settings, does this means that It has its own shadow system? How will it work on for mobile VR if so? Thanks!
     
  8. SOIL

    SOIL

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    Hi amit-chai.

    To your questions. =) No, it doesn't use any shadow system. It's simply a shader parameter that gets added on any shader to bend mesh data of the object. These are some parameters that will be added to the shader you want, and communicate with a scripts/dll (guess so xD) and your (inspector) settings (script attached to an empty or wherever you want)

    Bake/move issue: Curved world will not influence any of the techniques you are using in your project. It simply just bends everything in your desired direction(s). What you do, how you bake, move does not have any impact to this package or the other way around. But I have to say, I didn't read the forum posts here. But I also never had any issues with this package.

    mobile performance: I've tested curved world on a game with high shader performance over the whole scene. So my game was scratching the power of my Samsung S6-edge to it's upper level already, but still was running in full 60fps. After adding curved world I saw no difference in the fps! So no need to worry! In fact, from the logical part, it just bends mesh data over the shader matrix. If good written, there is almost no performance loss. Btw this authors package is also used officially by UNITY. I think I have read an official tutorial where curved world was also used. Anyhow, you can be sure, IF you want to bend your scene for any kind of game/project you do, then this package is definitely the one you need.

    Hope I could help =)
     
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  9. amit-chai

    amit-chai

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    Thanks, SOIL!
    This is really helpful. I still need to check how to bake the platform moving parts, but as I understand it's not related to Curved World. Thanks!
     
  10. SOIL

    SOIL

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    Anytime! Glad, I could help =)
     
  11. amit-chai

    amit-chai

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    Hi, I've bought Curved World - Classic Runner, and I'm having an issue with materials which are actually with atlas texture. The materials are rendered white without any texture on mobile, with gear VR. in the editor it's ok. I've tried materials from different assets, and all have the same issue with atlases. Any idea?
     
  12. amit-chai

    amit-chai

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    Found the issue, I've just changed the shader to U5 standard and the textures are no seen on mobile.
     
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  13. kobyle

    kobyle

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    @Arkhivrag when will Spiral bend be released?
     
  14. Arkhivrag

    Arkhivrag

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    Working on it right now.
    Spiral bend type will be part of the next big update. Coming next month.






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  15. ben_unity9

    ben_unity9

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    Hello there,

    I just purchased the Curved World package and it looks super promising. I've been running into an issue with lightmaps for Mobile Unlit.
    The Mobile Unlit provided shader does not support Lightmaps. Switching to Standard is not really an option as the look is just too different.
    Is there a chance that you could provide the Mobile Unlit (Lighhtmap Support) for Curved World shaders?

    Thanks!
    Ben
     
  16. Arkhivrag

    Arkhivrag

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    One Directional Light shaders you need to use.



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  17. wwidelec1

    wwidelec1

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    Hello :)

    I pucharesed the Curved World package, and another one based on shaders and materials too. Materials from second package make objects glow and shine.
    Here's the question: I wonder if i can combine two materials into one object? I just tried to add both materials to Renderer component, but after this, Unity rendered model twice, one was curved, and the other was shining- in the "real" place.
    Hope you can help me a little :)

    Cheers!
     
  18. ben_unity9

    ben_unity9

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  19. stechmann

    stechmann

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    Hi, as other customers have asked, I would like to create a seamless planet. It seems that this was not supported in earlier versions. Is there now an out-of-box-solution?
     
  20. Arkhivrag

    Arkhivrag

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    No, it is not possible.



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  21. Devourerofmemes

    Devourerofmemes

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    I was wondering if anyone has integrated AQUAS water for curved world, I haven't played with much shader code and I'm unsure where to add the inline void line.

    EDIT: I was able to study up and figure it out myself, if anyone needs help with integrating AQUAS send me a message and I'll try and help out.
     
    Last edited: Dec 16, 2018
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  22. Gruguir

    Gruguir

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    @Arkhivrag any news regarding custom render pipeline implementation ?
     
  23. Arkhivrag

    Arkhivrag

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    Releasing Unity 2018.3 broke some planes with new Curved World update. Need to re-write all assets for it.
    SRP implementation is planed after releasing next very big update.



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  24. behrouzb

    behrouzb

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  25. Arkhivrag

    Arkhivrag

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  26. korimako

    korimako

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    Amazing!
     
  27. korimako

    korimako

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    BlobShadow problems

    Hi I have been trying to add blobshadows using the Unity standard asset BlobShadow Prefab - using the Curved World/Projector/Multiply shader. I attach the BlobShadowProjector to the main character and adjust its position (Not sure if this is successful) using the CW TransformPoint - code below. I don't see the shadow :(, although I do see some black line on the outline of the girl.

    If I use other shaders, even some Curved World ones I can see a massive blob - or even the silhouette of the girl floating behind her (which I don't understand at all!) If someone has a working example of a blob shadow in curved world I would love to know how you did it!

    upload_2019-1-13_22-4-49.png

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using VacuumShaders.CurvedWorld;
    5.  
    6. public class BlobShadow : MonoBehaviour {
    7.  
    8.     public Vector3 offset = new Vector3(0f, 1f, 0f);
    9.     public CurvedWorld_Controller curvedWorldController;
    10.  
    11.  
    12.     // Use this for initialization
    13.     void Start () {
    14.         GameObject CurvedWorldGO = GameObject.FindWithTag("CurvedWorldHolder");
    15.         curvedWorldController = CurvedWorldGO.GetComponent<CurvedWorld_Controller>();
    16.     }
    17.  
    18.     // Update is called once per frame
    19.     void Update () {
    20.         // THE NEXT TWO LINES KEEP THE GAME OBJECT WITH THE RENDERED CHARACTER
    21.         Vector3 curvedWorldPos = curvedWorldController.TransformPoint((transform.parent.position + offset), BEND_TYPE.LittlePlanet);
    22.         transform.localPosition = gameObject.transform.InverseTransformPoint(curvedWorldPos);
    23.     }
    24. }
    25.  
    Thanks,

    Josh
     
  28. Soulghai

    Soulghai

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    Hi guys =)
    I have a problem with the latest version of the plugin
    This side shouldn't be white.
    If I change shader to Standard - all works fine. But if I use Curved World - One Light Direction or Curved World - Standard
    I have this visual bug.
    Can you help me =)?
    Thank you
     
    Last edited: Feb 4, 2019
  29. Arkhivrag

    Arkhivrag

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    May be mesh has no correct Normal or Tangent components. From the image above I can not tell more.



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  30. Soulghai

    Soulghai

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    No, with normals all fine.
    On iPad mini 2 all works fine. But on iPhone 6s, 7s plus, XS - I have this weird bug. In Editor all fine too.
     
  31. Arkhivrag

    Arkhivrag

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    And what about Tangent ?
    iPad mini 2 may be using fallback VertexLit shader. While iPhone 6s, 7s plus use Standard shader.



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  32. Soulghai

    Soulghai

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    All works fine with Unity Standart shader... I think Tangent are ok too
     
  33. Soulghai

    Soulghai

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    I installed the previous version. All works fine
    2019.1 - we have a bug
     
  34. Arkhivrag

    Arkhivrag

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    Is there similar problem with other meshes, for example with built-in Unity meshes?
    And what Unity version do you use?



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  35. jimrif

    jimrif

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    I also am seeing this issue with 2018.3 and Android + iOS builds but not in the editor. I do see it on a Unity sphere as well. What appears to be happening is the "Rim" feature is being used with or without the option checked. If you change the rim color, that is the color that shows up on Android/iOS even when you uncheck the option.
    In my case, the project started in 2017.something and has been upgraded, I'm not sure if that is relevant as I did not try this with a new 2018.3 project.
     
  36. jimrif

    jimrif

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    I forgot to mention that I'm using the unlit shader
     
  37. Arkhivrag

    Arkhivrag

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    Seems Unity has not removed keyword from materiel.
    Try: Switch Inspector window to Debug mode and from materials Shader Keywords array remove "V_CW_RIM" string.




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  38. Soulghai

    Soulghai

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    I use Unity 2018.2.20f
     
  39. jimrif

    jimrif

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    the V_CW_RIM keyword was appearing and disappearing as expected in debug mode so I decided to go ahead and try things in a new clean project. Things did work correctly in a fresh 2018.3.4f1 project with the same materials and models so I tried several things and eventually got things working right in my existing project. I messed around in Project Settings -> Graphics -> Shader Preloading settings and redid what I had in there (and tried it without preloading). I do not think that had any effect but mentioning it in case as it seems relatable.

    What seems to have fixed the main issue for me was doing a Assets -> Reimport All
    After reimporting everything, I was able to turn off the rim effect. I also had an issue when the rim effect was enabled on mobile it didn't look right and I found that I had set things to "Very Low" quality in the quality settings at some point for testing and that caused that issue.
     
  40. Arkhivrag

    Arkhivrag

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    One of the new bending effects - Spiral Vertical - for the coming update.
    Download PC demo here.

    Spiral_1.jpg
    Spiral_3.jpg
    Spiral_4.jpg

    Spiral_2.jpg



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  41. SuperMiro

    SuperMiro

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  42. Arkhivrag

    Arkhivrag

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    Last edited: Feb 14, 2019
  43. Soulghai

    Soulghai

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    I have a problem =)
    The road isn't smooth. Did I do something wrong?
     
  44. Arkhivrag

    Arkhivrag

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    Image not loaded.

    Note, bending is calculated per-vertex. More vertices mesh has - more smooth bending effect will be.
    bend_all.png



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  45. SuperMiro

    SuperMiro

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    @Arkhivrag When will the update be released ???
     
  46. SuperMiro

    SuperMiro

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    What shaders are included in the classic runner one ??
     
  47. Arkhivrag

    Arkhivrag

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    upload_2019-2-14_19-54-27.png


    Working on it right now, estimate release date - March



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  48. SuperMiro

    SuperMiro

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    @Arkhivrag Can you add the 2019.1 updates to the Classic Runner version until you release the March update ??
     
  49. Arkhivrag

    Arkhivrag

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    At this state - No. Already began implementing new updates.



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  50. SuperMiro

    SuperMiro

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    @Arkhivrag I have a final question will the 2019.1 features be included by the next update on the classic runner copy ??