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► Curved World ◄

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

  1. Arkhivrag

    Arkhivrag

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    There are no pre-compiled shaders inside package.

    If you are looking for third-person controller it is inside Unity Standerd Assets.



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  2. ikkyu

    ikkyu

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    I'm really struggling with this asset. I'm trying to get the effect of the perspective2D bendtype demoscene with the 2D platformer example. Im making a similar platformer but with 3D objects instead of sprites (with a 2.5D playstyle like Trine.). I feel i have tried eveything and all different bendtypes. But i can only get the world to bend on the Z axis but not on Y (or X for that matter). Could you please help? Thanks,
     
  3. Arkhivrag

    Arkhivrag

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    If you are asking about such effect then you can't - it is not implemented.
    ct.png
    But do not worry.
    I like it, new bend type Cylindrical Tower will added next week ;).



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    Maulwurfmann, hopeful and ikkyu like this.
  4. ikkyu

    ikkyu

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    Awesome!
     
  5. Dennis_eA

    Dennis_eA

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    Hi Arkhivrag, I would like to purchase your asset, but I'm still developing with Unity 4.7

    Your profile page is locked, so I can not contact you via PM :-o.
    You provide an old version, if this is still true please PM me thanks mate :)
     
  6. Arkhivrag

    Arkhivrag

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    Send Curved World purchase invoice number to vacuumshaders@gmail.com to get Unity 4 version.



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  7. Dennis_eA

    Dennis_eA

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    Thank you. :) Didn't want to pay twice :)p)
     
  8. Arkhivrag

    Arkhivrag

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    Note,
    Curved World for Unity 4 is not supported any more. It has many technical and feature limitations comparing to the new Unity 5 version.

    One of the main technical differences is:
    Unity 5 version calculates bend effect in world space coordinates (along world X, Y and Z axis).
    Unity 4 version calculates bend effect in camera screen space (X axis is camera right vector, Y axis camera up vector, Z axis camera forward vector).

    Also:
    1. Unity 4 version has only Mobile shaders.
    2. No Full Forward and Deferred shaders.
    3. No Unity Terrain, Nature and Water shaders.
    4. No Little Planet and 2D bend types
    5. No Sprite shaders support.
    6. etc

    Promo video available on the Asset Store is done with old Unity 4 version.
    Package contains documentation and example scenes same as in this web demo:
    https://dl.dropboxusercontent.com/u/49615231/Curved World WEB Build/Curved World.html



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  9. Lev-Lukomskyi

    Lev-Lukomskyi

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    Why in Unity 5 effect is calculated in world space?
    I have a runner with turns. If my hero turns to the right bending should turn to the right too along the camera. In 1.2 it worked as expected, what should I do to achieve this in newer version?
     
    Last edited: Feb 12, 2016
  10. Arkhivrag

    Arkhivrag

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    Unity 5 and Unity 4 have different rendering pipeline. What was possible in older version is not available in new.
    I wrote about Curved World 2 WIP here: http://forum.unity3d.com/threads/curved-world-2-wip.335331/



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  11. Dennis_eA

    Dennis_eA

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    Done! :)

    And thanks for the extra note..
    Seems like the effect I want to achieve is possible within U4 / screen space.
    I only tested the new version until now (Unity5) and it works like a charm :) plug and play
     
  12. ikkyu

    ikkyu

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    Any Progress on this? I'm still waiting :)
     
  13. Geoff_Mortimer

    Geoff_Mortimer

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    Hello,
    I recently purchased curved world and I'm attempting to register user-clicks on a curved plane, but I'm finding the colliders aren't being offset correctly now that the world is spherical. I've used your curved world function that outputs the position to move the collider, but I'm finding that It's too laggy as I need to do this for possible 200 items on screen.
    Is there any other options? Possibly utilising a shader or something?

    Thanks,
    - Geoff
     
  14. Arkhivrag

    Arkhivrag

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    Update will be available this week.


    All 'non-shader' transformations can be made only using that function.



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  15. Arkhivrag

    Arkhivrag

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    hopeful likes this.
  16. Arkhivrag

    Arkhivrag

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    Update v2.2 released

    • Added new bend type - Cylindrical Tower. Effect is similar to Perspective2D but for 3D rendering.

    • New reworked example scenes, including Unity Survival Shooter with Little Planet bend type. (Remove example scene folder from project before updating).
    curved world example scenes.png
    • New Unity 5.3 Standard(GGX) shaders.
    • Standard shaders vertex color feature removed.
    • Deprecated Terrain 4 Mobile shaders removed.
    • Particle shaders do not need camera projection matrix updating from script. Unity 5.3 fixed it. Removed "Use With Particle System" check box from particle shaders material editor.



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  17. DenverCoulson

    DenverCoulson

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    Is it possible to use Curved World with multiple cameras? I'm interested in using it in a local multiplayer setting.
     
  18. Screenhog

    Screenhog

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    Curved World is brilliant! Great looking effect.

    One question, though. We're making a game in which we click to move, as well as clicking around the scene to do various tasks (pick up item, etc.) We noticed that Curved World does not move colliders. It totally makes sense to not move the colliders for physics reasons, but how then do we allow a player to click an object where it appears to be in curved space and still be collectible?
     
  19. Arkhivrag

    Arkhivrag

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    Feature not included, but it is easy to achieve.

    Check 3. Little Planet (Follow script) example scene, to see how 'non-shader' object position are updated.



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  20. StonedLover

    StonedLover

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    Heyho,
    I thinking about buying this asset for my newest Project, but I have one Question reaming. Whats the max size of such a Planet? I want to simulate my Gameworld as a Planet. End to End it should be a walk time from 2-4 hours. Is this Size possible or is this asset just for little planets?
     
  21. Arkhivrag

    Arkhivrag

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    Curved World bends meshes during rendering creating various curvature effects, but in reality (inside scene) meshes are not modified.
    If you need real 3d planet then Curved World can not help you.



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  22. Screenhog

    Screenhog

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    @Arkhivrag. Awesome! Thanks! I'll be testing this out, but it looks quite promising.
     
  23. Cheny

    Cheny

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    @Arkhivrag congrats on your awesome asset, it's amazing!

    Could you help me in a little problem?
    I'm using Quantum Polyworld shaders on my project and i would like to use Curved World on it, but couldn't get any further. Currently i'm using this shader on my meshes (VertexColor) and i'm not sure where to insert those (i don't know nothing about shaders).
    • #include "Assets/VacuumShaders/Curved World/Shaders/cginc/CurvedWorld_Base.cginc"
    and the transform functions:

    • inline void V_CW_TransformPoint(inout float4 vertex) and inline void V_CW_TransformPointAndNormal(inout float4 vertex, inout float3 normal, float4 tangent)

    This is the shader that i need to customize:

    Code (CSharp):
    1. Shader "MyShader"{
    2.     Properties {
    3.         //_DiffuseIBL("Diffuse IBL", CUBE) = "" {}
    4.         //_IBLBrightness("IBL Brightness", Float) = 1
    5.     }
    6.     CGINCLUDE
    7.  
    8.     ENDCG
    9.    
    10.     SubShader {
    11.         Tags { "RenderType"="Opaque" }
    12.         LOD 300
    13.        
    14.         // Surface Shader Passes:
    15.         CGPROGRAM
    16.         #pragma surface surf Lambert addshadow
    17.         #pragma target 3.0
    18.         #pragma glsl
    19.         #include "QT_Cubemaps.cginc"
    20.        
    21.         struct Input {
    22.             float4 color : COLOR;
    23.             float3 worldNormal;
    24.         };
    25.    
    26.         void surf (Input IN, inout SurfaceOutput o) {
    27.             o.Albedo = IN.color.rgb;
    28.         }
    29.         ENDCG
    30.        
    31.         // Vertex Lit:
    32.         Pass {
    33.             Tags { "LightMode" = "Vertex" }
    34.             CGPROGRAM
    35.             #pragma vertex vert
    36.             #pragma multi_compile_fog
    37.             #pragma fragment frag
    38.             #pragma target 3.0
    39.             #pragma glsl
    40.            
    41.             #include "UnityCG.cginc"
    42.             #include "VertexLitIBL.cginc"
    43.            
    44.             ENDCG
    45.         }
    46.         // Vertex Lit Lightmapped:
    47.         Pass {
    48.             Tags { "LightMode" = "VertexLM" }
    49.             CGPROGRAM
    50.             #pragma vertex vert
    51.             #pragma multi_compile_fog
    52.             #pragma fragment frag
    53.             #pragma target 3.0
    54.             #pragma glsl
    55.            
    56.             #include "UnityCG.cginc"
    57.             #include "VertexLitIBL.cginc"
    58.            
    59.             ENDCG
    60.         }
    61.         Pass {
    62.             Tags { "LightMode" = "VertexLMRGBM" }
    63.             CGPROGRAM
    64.             #pragma vertex vert
    65.             #pragma multi_compile_fog
    66.             #pragma fragment frag
    67.             #pragma target 3.0
    68.             #pragma glsl
    69.            
    70.             #include "UnityCG.cginc"
    71.             #include "VertexLitIBL.cginc"
    72.            
    73.             ENDCG
    74.         }
    75.     }
    76. }
    Could you tell me what to do?

    Thanks in advance!

    Cya,
     
  24. Arkhivrag

    Arkhivrag

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    It is not a full shader. Better ask shader author or use Curved World's Legacy Shader with vertex color option enabled (will give you desired result). You may need to import it first Menu -> Window -> VacuumShaders -> Curved World Settings -> Import Legacy Shader package.



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    Last edited: Feb 19, 2016
  25. Cheny

    Cheny

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    Thanks! It worked perfectly! Definitely one of the best asset and customer support ever!

    Cya!
     
  26. DenverCoulson

    DenverCoulson

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    @Arkhivrag Will each camera have its own curvature of the world though or will it all be based on one single camera? Each of these cameras will not always be spatially in the same area.
     
  27. Arkhivrag

    Arkhivrag

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    Curvature does not depend on camera position, but on pivot point that can by any object.
    If you need per-camera bending effect, you will have to modify shaders manually and for that modified shaders provide different pivot point.



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  28. Superflat

    Superflat

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    How would one go about integrating Curved World into a shader that doesnt have a vertex function but instead includes its own version of the unity cginc's?
     
    Last edited: Feb 26, 2016
  29. Arkhivrag

    Arkhivrag

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    There is no shader without vertex function.
    If it is not described in .shader file it will be inside .cginc file.



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  30. Arahis1992

    Arahis1992

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  31. Arkhivrag

    Arkhivrag

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    To transform position of 'non-shader' objects (camera, light, rigidbody, etc) use Follow script.
    Check 3. Little Planet (Follow script) example scene.



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  32. paul_h

    paul_h

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    Hi! Is curved world compatible with VR? I am looking forward to use it in my new Oculus project.
     
  33. Arkhivrag

    Arkhivrag

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    Tested on Oculus Rift and Gear VR, no problems found.



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  34. JohnRossitter

    JohnRossitter

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    Is it possible to setup Curved World so that you can have multiple modes running in a single scene?
    Like, little planet and classic runner etc...
     
  35. Arkhivrag

    Arkhivrag

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  36. Arkhivrag

    Arkhivrag

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  37. MrIconic

    MrIconic

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    I know you've made it very clear (in that recent review, in the description, in the thread...) that planets are not in the scope of this asset. However, I don't currently have this asset so I wish to ask you something if you don't mind.

    If I'm on a terrain and I move further away from that terrain can I increase the curvature (based on distance from terrain) so that it bends into that pseudo-sphere? For example:

    1. I'm standing on the terrain and it looks like a planet like this-


    2. I begin moving upwards (like I'm blasting off into space)

    3. The further I am from the terrain it bends into this


    4. I've now created the illusion of leaving a planet

    Is this in my barebones example possible with curved world?



    --- The reason I ask
    Don't try to wrap your head around the failed logic. Just giving some extra insight into why I ask about planets after you've responded about it hundreds of times.

    I'm thinking if the above is possible I can create fake planet transitions. As in curved world only truly begins changing the camera view of the terrain into a sphere when the player gets to a certain height in the sky. Then as the player begins to enter space the terrain "becomes" (looks like) a real sphere. Then (since the transforms are never actually changed) I'd deactivate the terrain and curved world (and likely change scenes). The "location" of the deactivated "sphere" is now replaced with an actual 3d planet sphere.
    Note: Take that with a grain of salt. It likely would need a lot of scaling planned out.
     
  38. Arkhivrag

    Arkhivrag

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    Like this? Yes, you can do it.




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  39. ibps13

    ibps13

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    Hi,

    It's possible to use this in VR mode, try to have camera centered in sphere and objects on sphere behind the sphere...
    An "inverted" mode like "World political map" on assets store ?

    Buy it today if yes :)

    thanks,
     
  40. Arkhivrag

    Arkhivrag

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    Can not say anything about "World political map" asset.
    Curved World can be used with VR.



    Left GIF - If used with VR then you can freely rotate head and everything around it will be curved.
    Right GIF - With VR it has effect looking down on spherical world.



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  41. qqshnep

    qqshnep

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    does it support reflection ? like mirror floor
     
  42. Arkhivrag

    Arkhivrag

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    Screen space reflection image effects should work, but plane reflection (mirror effect from unitywiki) mostly no, because it captures scene with flat plane while the scene is curved.



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  43. Arkhivrag

    Arkhivrag

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  44. subver

    subver

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    Hello! I just purchased Curved World and am having fun with it so far. I'm pretty new to Unity so I'm sure I'm doing something wrong, but for some reason a simple plane in my scene is not curving. I've tried importing a plane that has a large poly count, etc... I'm just using the Unity 5 Standard vacuum shader (on everything) but for some reason my plane won't curve.

    It's a simple setup, there is a large plane at 0,0,0 with obstacles spawning in the distance moving toward the screen. Everything else seems to be working nicely except for this floor/plane. What could I be doing wrong here?

    I should also note that for some reason the example scenes are a bit wonky for me. The regular runner plays fine, but the Cylindrical Tower has no curvature at all, the Little Planet (Nightmare) won't load for me (crashes Unity) and something super wacky is up with the Little Planet (Follow script) (hard to explain but is not what I saw in the gif in this thread)

    I'm using Unity 5.3.2 - I apologize if this has been covered somewhere already!

    Thanks guys!
     
  45. subver

    subver

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    I got the Little Planet Nightmare to load in a new project, but it looks wrong:



    I think there's something going on with the Y Axis Bend Size.. even on the Cylindrical one if I change that it just skews the background in one direction, not bending it (more like a turn to the left or right) if that makes sense?


    I do have 5.3.3 at home I will try and see if it's the same.
    I mean, this should work with the Free Edition, correct? I hope I can find a way to fix this! Can't wait to play with it some more.. and hopefully I can get that ground to curve.. not sure why that doesn't work, especially when the basic example runner works and is essentially the same thing I'm trying to do.
     
    Last edited: Mar 15, 2016
  46. arkon

    arkon

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    Hi, in some of your screenshots you have glowing objects, I need to add some glowing objects to my scene, how do I do that? I can't find a glow shader in your asset.
     
  47. subver

    subver

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    Gah, still the same issues at home on Unity 5.3.3f1 Personal.
    Any ideas? Seems like I can only use the X Axis Bend and am not quite sure if the whole issue with the Plane not bending is something I'm doing or related to these issues I'm having.


    I should note that I can see the plane curving in the scene window but not in my game when I play it. Anyone have any ideas?

    One last edit: it seems like I had too large of a plane, I shrunk it down and it does work now. Yay!

    Still curious as to why those other example scenes aren't working, though..
     
    Last edited: Mar 16, 2016
  48. Arkhivrag

    Arkhivrag

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    All example scenes have some info attached to the HUD. Strange that you can not see it.
    curved-world-games.jpg



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  49. Arkhivrag

    Arkhivrag

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    Glow effect can be achieved with Image effects.
    Or if it is some lens flare object then it must be updated with Follow script, check 3. Little Planet (Follow script) example scene to see how non-shader objects positions are updated.



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  50. subver

    subver

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    Woops, I should've mentioned - they do have the HUD with text.. I think in that screenshot I must've turned the text off, but they are there in every scene, it's just the Y Axis Bend that only skews left/right instead of bending. I just sent them an email so hopefully I can get this resolved!

    Edit: Oh it looks like you work at VacuumShaders? Have any suggestions on getting this working? What could be wrong? It seems to work for everyone else on 5.3.2 so I'm a bit confused.
    Thanks!
     
    Last edited: Mar 16, 2016