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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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    Have you ever dreamed about creating games like Subway Surfers, Minion Rush, Animal Crossing etc?

    Curved World is full shader solution for creating various mesh bend effects:
    • Classic Runner


    • Little Planet


    • Cylindrical roll-off



    • Cylindrical Tower



    Working on 2D sprite games? No problem. Special bend type for sprite games Perspective2D.



    Curved World includes big amount of shaders for all type of devices - from ancient mobiles to high-end PC and consoles.

    Your great game needs more shaders? No problem, Curved World has the easiest custom shader integration system.
    Just 2 lines of code and

    Almost any asset from the Asset Store can be made Curved World 'friendly'.


    And not only from Asset Store!



    Before purchasing try PC Demos and check documentation for better understanding of the Curved World and how it works.



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    Last edited: Jun 17, 2022
  2. Arkhivrag

    Arkhivrag

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    Released!

    CurvedWorld_2_Poster_1.png

    If during importing asset Unity prints to console window:
    MaterialEditor: Could not create custom UI from the CustomEditor: '' of the shader. Does the class name include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
    Do not worry, just clear log window. It's Unity strange 'bug' and does not impact Curved World in any case.



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    Last edited: May 25, 2022
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  3. moure

    moure

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    This looks amazing, always loved the little planet panoramic images :) Straight into my wishlist!
    Just a small question - in your little planet images i dont see an example with sky/clouds, is the sky also beeing curved or is that something beyond the plugins capabilities?
     
  4. Not_Sure

    Not_Sure

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    Huh, COOL!

    Would this work well with giving large terrain a curvature similar to the real world?

    Like, would this be precise enough to show a horizon drop off 6 miles away with a camera 6 feet off the ground. Just like it does in real life.

    One of my biggest hang ups with modern terrains is that the horizon always looks wrong and flat.
     
  5. Arkhivrag

    Arkhivrag

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    Idea of Curved World is never ending curved horizon, while with meshes and terrains it works - it is impossible to curve skybox, cause it has its bounds. But its easy to imitate skybox moving by adding particle or clouds, Curved World will handle them.


    Yes.



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    Last edited: May 25, 2022
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  6. Edgaras-Randis

    Edgaras-Randis

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    Would it be possible for you to upload more web demos with little planets for us to check out?
    3. Little Planet - Deferred Rendering, Physics and NavMesh.unity
    4. Little Planet - Projector and LensFlare.unity
    5. Little Planet - Terrain, SpeedTree and Water.unity

    I still don't understand yet if it's possible to have fully spherical little planet.
     
    Last edited: Jul 28, 2015
  7. Arkhivrag

    Arkhivrag

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    Making example scenes as web demos is not planed. Because there are not optimized for that. Just demonstration of possibilities of Curved World with lots of dynamic rigid-bodies, point lights, navAgents. trees and so on.



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    Last edited: May 25, 2022
  8. Not_Sure

    Not_Sure

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    Sounds to me like this just became a "must have" for proper terrains.
     
  9. DenisLemos

    DenisLemos

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    Fantastic, it fits on a few projects of simple games I plan to develop in the future.
    Surely came into my Wishlist.

    A question about Little Planet:
    It creates a fully spherical planet ? can give a complete turn around the planet, or the movement is limited by the edges of the terrain mesh ? If this is possible it will be really amazing !
     
  10. Arkhivrag

    Arkhivrag

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    Curved World bend exists only inside camera during rendering. In real world (editor) everything is flat (except mounts on terrain and such things). Yes you are limited by bounds of your game world.
    But making full turn around may be done with some 'tricks', for example invisible portal.



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    Last edited: May 25, 2022
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  11. JohnRossitter

    JohnRossitter

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    Congrats on the release, looking forward to running it on my current project. Downloading update now!
     
  12. JohnRossitter

    JohnRossitter

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    Where/How do I setup curved world to work with the Unity Standard Shader?
     
  13. duchesne-pro

    duchesne-pro

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    Hey, I bought this asset and I had a problem with my version of unity 3D (5.0.2f1). We have already started our project, is there a solution to fix the problem or we have to DL a new version of Unity ? thank you
     
  14. buttmatrix

    buttmatrix

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    Could you please consider including a portal script / prefab in the package? I'm sure many customers, including myself, would really appreciate that... Preferably if compatible with Unity Free, not using rendertotexture
     
    Last edited: Jul 28, 2015
  15. Arkhivrag

    Arkhivrag

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    shader_s.png

    version.png

    Portal was just an idea for game design.



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    Last edited: May 25, 2022
  16. JohnRossitter

    JohnRossitter

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    Thanks or the info.
    I'm using Unity 5.1.2, and had to update Curved world twice to get the current version (I had previous version)
     
  17. jpatinop80

    jpatinop80

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    Hi, I´m don´t know to much about shaders but if you could help me with something... on my game I have this lines to control the curve of the game, with other version of curve shader, I would like to know how could I get working with curve world shader,
    Shader.SetGlobalVector ("_Offset", curveOffsetValues);
    Shader.SetGlobalInt ("_Distance", Distance);

    many thanks
     
  18. buttmatrix

    buttmatrix

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    Right, although I'm not sure how else to create the 'Little Planet' effect in CV2 without portals. If it's something you have floating around, I'd be happy PM you or pay a little extra.
     
  19. schmosef

    schmosef

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    Congrats on completing this update.
     
  20. JohnRossitter

    JohnRossitter

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    This is what I'm getting
     

    Attached Files:

  21. Arkhivrag

    Arkhivrag

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    Thanks

    All curvature parameters are updated using CuredWorld_Controller script. Check example scenes.



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    Last edited: May 25, 2022
  22. JohnRossitter

    JohnRossitter

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    I don't know if the packages uploaded to the unity versions are messed up or what, but The package I get with version 1.1.2 looks nothing like what you have listed on the asset store.
     
  23. schmosef

    schmosef

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    Hey John, take a look at the attached screenshot of CW2 in the asset store (taken from inside the Unity Editor).

    The version number should be 2.0 and you need to be using Unity 5.1.1f1 or newer.

    CW2 Asset Store.png
     
  24. JohnRossitter

    JohnRossitter

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    Yeah, I have 5.1.2...
     
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  25. JohnRossitter

    JohnRossitter

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    As Such Screen Shot 2015-07-28 at 11.03.59 AM.png
     
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  26. jpatinop80

    jpatinop80

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    same for me!!!
     
  27. schmosef

    schmosef

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    Is the asset store not giving you the option to update? Are you sure that you are signed in?

    I ask because, every once in a whilte, I find that I need to re-sign into the asset store within the Editor.

    Edit: Here's a screenshot showing how to check if you are signed into the asset store:

    Unity Asset Store.png
     
    Last edited: Jul 28, 2015
  28. JohnRossitter

    JohnRossitter

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    Yup, Signed in, From Unity, I updated 3 times now...still getting the old package.
     
  29. JohnRossitter

    JohnRossitter

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    I know that (as an asset publisher) managing packages for Unity versions is a pain in the neck with the release of 5.x
    You have to maintain different versions for each build Unity makes, and thus have to keep a copy of each copy of Unity on your machine so you can submit with the corresponding version. I guessing perhaps the incorrect package got uploaded for 5.1.2
     
  30. schmosef

    schmosef

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    Hmm... Sounds like a Unity issue to me.

    Have you tried the web version of the asset store? You should be able to download it manually that way.

    Also, you might want to try clearing the folder from the asset store cache.

    If you are on Windows, the cache is here:

    C:\Users\[Your Profile Name]\AppData\Roaming\Unity\Asset Store-5.x\Davit Naskidashvili\Shaders
     
  31. jpatinop80

    jpatinop80

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    the menu it is different!!!
     

    Attached Files:

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  32. JohnRossitter

    JohnRossitter

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    Tried web download too, tried deleting that too(mac equivalent )
     
  33. schmosef

    schmosef

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    I see now.

    I have 5.1.2p2 installed. As you can see from my prior screenshots, the update is available for me within the Editor.
     
  34. JohnRossitter

    JohnRossitter

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    Can confirm that
    Screen Shot 2015-07-28 at 11.27.09 AM.png
     
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  35. JohnRossitter

    JohnRossitter

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    I noticed we are both Mac users...I wonder
     
  36. jpatinop80

    jpatinop80

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    yes I´m a mac user too.
     
  37. schmosef

    schmosef

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    I was just going to write that it might be a Mac issue, but it seems odd that the web version of the asset store is giving you the wrong version as well.

    I have an iMac at the office but I'm working from home today.

    If this issue isn't cleared up soon, I'll test this at my office.

    Is it possible that it's an asset store sync issue? Like maybe they have different servers for different regions and that the server you are connecting to isn't updated yet?
     
  38. Arkhivrag

    Arkhivrag

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    There are two packages of Curved World 2 on AS server one for Unity 4 (OLD) and for Unity 5 (NEW)
    Both are v2.0, but which one you download is defined by Unity editor version.
    Screenshot_1.png
    Try cleaning asset store cache:
    PC - C:\Users\[Your Profile Name]\AppData\Roaming\Unity\Asset Store
    MAC - "~/Library/Unity/Asset\ Store".
    I can't help more.



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    Last edited: Mar 2, 2020
  39. jpatinop80

    jpatinop80

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    this is what iI get with football sample scene
     

    Attached Files:

  40. Arkhivrag

    Arkhivrag

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    That's old version for Unity 4.
    Try cleaning Unity cache folder - "~/Library/Unity/Asset\ Store". and then re-download.



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    Last edited: Mar 2, 2020
  41. jpatinop80

    jpatinop80

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    I clean up only your folder, and on asset store on Unity shows Curve World, I downloaded and the same happens, but I´m going back to asset store and shows me Curve World 2 for update. is that normal?
     
  42. Arkhivrag

    Arkhivrag

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    I have removed Unity 4 version from AS server. Now you will be able to download Curved World 2 without problem.
    Curved World for Unity 4 (old version) is by request. If someone will ever need it, send invoice number to vacuumshaders@gmail.com



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    Last edited: Mar 2, 2020
  43. JohnRossitter

    JohnRossitter

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    I got it to finally install correctly, but I had to just open the .unitypackage from my cached assets, instead of importing from the asset store window in the editor. Strange
     
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  44. jpatinop80

    jpatinop80

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    ok I just have to delete cache folder Download version 1 and then update to version 2, but if version 1 was removed then just have to download and import normally version 2...it is working now...
     
  45. JohnRossitter

    JohnRossitter

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    W00H00!!!!
    Finally, after waiting for like forever to use this on a project, I got it working!
    I must say, it's everything I hoped it would be and more, the new version seems to be much easier to use and get running. I had a few issues getting all of my particle shaders to work out properly and with very large planes, but once I tweeked those out, it works like a champ.
     
  46. JohnRossitter

    JohnRossitter

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  47. lena3rika

    lena3rika

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    In the WIP thread you said:
    "Converting your custom shaders to Curved World 2 will be very easy - it's just 3 lines of code to add."

    What are these 3 lines of code?
     
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  48. Arkhivrag

    Arkhivrag

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    Now it's just 2 lines of code. Check Doc folder - CustomShaders.pdf



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    Last edited: Mar 2, 2020
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  49. Atrixx

    Atrixx

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    Hey! Great asset so far, I love how easy in comparison to the original Curve World to create custom shaders!

    I've had a small issue though, the anti-shadow seems to be unaligned. http://s.odowd.co/QQm.png

    Code (CSharp):
    1. Pass
    2. {
    3. CGPROGRAM
    4. #include"UnityCG.cginc"
    5. //CurvedWorldshader API
    6. #include"../../VacuumShaders/CurvedWorld/Shaders/cginc/CurvedWorld_Base.cginc"
    7.  
    8. #pragmavertex vert
    9. #pragmafragment frag
    10.  
    11. //Userdefined variables
    12. uniformfixed4 _Color;
    13. uniformsampler2D _MainTex;
    14. uniformhalf4 _MainTex_ST;
    15. uniformfixed4 _RimColor; //Rim lighting
    16. uniformfixed _RimPower; //Rim lighting
    17.  
    18. //Baseinput structs
    19. struct vertexOutput
    20. {
    21.   fixed4color : COLOR; //vertex color
    22.   fixed4 pos : SV_POSITION;
    23.   fixed2 tex[2] : TEXCOORD0;
    24.   fixed4 posWorld : TEXCOORD2; //Rim lighting
    25.   fixed3 normalDir : TEXCOORD3; //Rim lighting
    26. };
    27.  
    28. //Vertexfunction
    29. vertexOutput vert(appdata_full v)
    30. {
    31. vertexOutput o;
    32. UNITY_INITIALIZE_OUTPUT(vertexOutput, o);
    33.  
    34. //CurvedWorldvertex transform
    35. V_CW_TransformPointAndNormal(v.vertex, v.normal, v.tangent);
    36.  
    37. o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    38. o.tex[0] = TRANSFORM_TEX(v.texcoord, _MainTex);
    39. o.color = v.color; //vertex color
    40.  
    41. //Rim lighting
    42. o.posWorld = mul(_Object2World, v.vertex);
    43. o.normalDir = normalize(mul(fixed4(v.normal, 0.0), _World2Object).xyz); //normalizesquishlargervaluerangeinto0-1
    44.  
    45. return o;
    46. }
    47.  
    48. //Fragment(pixel) function
    49. fixed4 frag(vertexOutput i) : COLOR
    50. {
    51. //VectorsforRim lighting
    52. float3 normalDirection = i.normalDir;
    53. float3 viewDirection = normalize( _WorldSpaceCameraPos.xyz - i.posWorld.xyz );
    54.  
    55. //Rim lighting
    56. fixed rim = 1 - saturate( dot( normalize(viewDirection), normalDirection ) );
    57. fixed3 rimLighting = _RimColor * pow(rim, _RimPower) * 0.5; //*0.5toreduceRimintensityby half
    58.  
    59. returnfixed4(rimLighting + lerp(_Color, tex2D(_MainTex, i.tex[0] * _MainTex_ST.xy + _MainTex_ST.zw) * i.color, i.color.a), 1);
    60. }
    61.  
    62. ENDCG
    63. }
     
  50. Arkhivrag

    Arkhivrag

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    Your shader has no ShadowCaster pass. Add it or use Curved World fallback shader described in CustomShaders.pdf file.



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    Last edited: Mar 2, 2020
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