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► Curved World ◄

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

  1. Mohamed-Anis

    Mohamed-Anis

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    @Arkhivrag thanks for taking the effort to continue developing it!
     
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  2. Doh09

    Doh09

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    upload_2020-3-20_18-41-24.png upload_2020-3-20_18-41-41.png

    From what I can see I have everything imported but I'm not given the option you seemingly are based on your screenshot. At least I can't select the various scripts through the menu options.

    upload_2020-3-20_18-42-37.png

    Any suggestions as to why that is? Would it make a difference if I upgraded my Unity version or shouldn't that matter? I'd prefer not to have to.

    Thank you.
     
  3. Arkhivrag

    Arkhivrag

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    You have game object to be selected in the scene. Otherwise you can not assign scripts and they will be grey out in the menu.
    Select game object you want to assign script and then menu options will be enabled.



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  4. Zilk

    Zilk

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    Any ETA on the URP support? No rush just working on a project were I really need it :) Awesome plugin!
     
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  5. Arkhivrag

    Arkhivrag

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    ETA for new Curved World is the end of April.

    New Curved World will support not only URP, but all Unity render pipelines including HDRP.
    Will have node integration for Shader Graph and Amplify Shader Editor.
    Will support unlimited bend types in one scene

    Here is some working progress video:




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  6. NW_Entertainment

    NW_Entertainment

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    Just downloaded but dont see any files or any documentation on how to implement. All I got was 2 unity shortcuts. Am I missing something?
     
  7. NW_Entertainment

    NW_Entertainment

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    Nevermind. For some reason I had to Reimport the file included. Not sure if thats normal but I didnt see any instruction saying that. But thanks
     
  8. hawaiian_lasagne

    hawaiian_lasagne

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    The two files are sub packages to import depending on the render pipeline you’re using. Choose the standard package if you’re using the built in render pipeline, or the lwrp package for the universal render pipeline.

    I had to fix up references from ’lwrp’ to ‘universal’ in the shaders for the universal render pipeline to work correctly.
     
  9. Arkhivrag

    Arkhivrag

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    Downloaded asset includes two files:
    1) RenderPipeline - Lightweight.unitypackage
    2) RenderPipeline - Standard.unitypackage

    Those are Unity packages for Standard and Lightweight render pipelines. Based on your project setup, import one of those packages.
    Here is documentation explaining what is Unity package and how to import/export it.



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    Last edited: Apr 8, 2020
  10. nqphandev

    nqphandev

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    I just bought these shaders and trying to experiment with it. I am wondering if it is possible to achieve the curve in distance like infinite games with the Curved World Shader package?
    rush 2.jpg rush 1.png
     
  11. Arkhivrag

    Arkhivrag

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    No, those are not parametric curves, such meshes paths are modeled or generated procedural.



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  12. sunfish_kumano

    sunfish_kumano

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    Hello.
    I had the pleasure of purchasing a Curved World asset.
    I created a new project to see the sample scene, updated ProjectBendType to LittlePlanet, and checked the LittlePlanet sample scene.
    It seems to be working fine, but when I change the size of the Curvature in CurvedWorld_Controller, it resets to the default value of 45 immediately after playing in the editor.
    The runtime behavior is as expected, but this is very inefficient and uncomfortable during development.
    How do I set the Curvature value correctly?

    (using Unity2018 4.20 f1)
     
  13. sunfish_kumano

    sunfish_kumano

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    Sorry, we have confirmed that this is a correct specification specific to the LittlePlanetSample scene.
    In the new scene, it worked as expected.
     
  14. Arkhivrag

    Arkhivrag

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    I
    At my side I was not able to reconstruct your problem.
    It may be due to the Pause Menu, that has initial value for Curvature Slider to be 45.



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    Last edited: Apr 12, 2020
  15. AngelBeatsZzz

    AngelBeatsZzz

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    Hi, will "New Curved World" be a new asset?
     
  16. Arkhivrag

    Arkhivrag

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    It is planned to be a separate asset. Because it is not compatible with current one, as the API and shaders are completely rewritten to make all big new updates and features possible.
    For owners of the current Curved World update price will be just a difference in the price of those two assets, and no more.



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  17. unity_Yvsb9JBLv7i0qw

    unity_Yvsb9JBLv7i0qw

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    Hi! I just purchased your asset and was testing various all demos including in the package. Unfortunatly I cannot move the player in "Little Planet' (or maybe figuring out how to animate it). Thanks in advance.
     
  18. Arkhivrag

    Arkhivrag

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    Player is controlled using PlayerMovement script and it takes input from Horizontal and Vertical axis - defined in Project Input Settings. If you imported package in project without those axis defined, then player just do not move.
    Add Horizontal and Vertical axis in Project Input settings or modify script for your needs.



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  19. davitsedrakian

    davitsedrakian

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    Hello! I wan to purchase your plugin, my main question is, did it work on iOS and can it bend horizon to left and right too, and can I dynamically change bending value during game ?
     
  20. Arkhivrag

    Arkhivrag

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    Works on all devices.
    Curvature is controlled dynamically from script. Try this demo scenes.



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  21. davitsedrakian

    davitsedrakian

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    Thanks, I already bought it, testing now
     
  22. davitsedrakian

    davitsedrakian

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    Hello, I have a problem, my camera going straight forward with bend shader, so when I bend down, my camera goes much far then bend road. @Arkhivrag help me please
     
  23. Arkhivrag

    Arkhivrag

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    Why? What are you doing with your camera? What bending are you using? What is bending pivot point?
    Some video or screenshots will be helpful to see.



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  24. davitsedrakian

    davitsedrakian

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    Hey, in your demo bent world is going against player
     
  25. Arkhivrag

    Arkhivrag

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    What you mean "going against player" can you share video or screen shot.

    Each demo scene inside package requires its own bend type, this information is on the camera GUI. Follow this instructions and change scene bend type accordingly.



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  26. Horus_Sungod42

    Horus_Sungod42

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    Hello, I was wondering if a version supported by the URP was soon to be released?

    I loaded the Lightweight assetpackage into a default URP project and everything is predictably pink and bugged. :)

    The doc and asset page also mention integration in the shadergraph, I have a couple questions:
    - Once step 7 is complete and the shader is "ready to use", can we still open it in the shadergraph and place and remove nodes (apart from the master node, which we don't touch)?
    - There are a couple shadergraph assets in the LW package. Are those already affected by the curved world effect? Or does everyone who wishes to make a shadergraph using curved world must go through the steps detailed in the doc?

    Thank you
     
  27. Arkhivrag

    Arkhivrag

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    Current Curved World supports only Standard(built-in) and Lightweight render pipelines.
    Do not import it in URP or HDRP, it will not work.

    As described in ReadMe file, it is not possible to create Curved World node for shader graphs. And the only way is to integrate it into .shader file (not .shadergraph file). Keep original .shadergraph file too, if you need to make any adjustments there, after that repeat again Curved World integration steps.
    I know it is not a perfect solution, but Unity API does not give me other options.

    However, with new Curved World and Unity 2019.3 API, it will be muuuuch better.
    Doing my best to finish it in near 2-3 weeks.



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  28. Horus_Sungod42

    Horus_Sungod42

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    I understand, Unity is changing so fast! I'll check again when your work is done. Thank you for the quick answer!
     
  29. korimako

    korimako

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    Hi,

    and thanks - I love Curved World!

    I made a game (on IOS which uses CW) called Lexi's World. I used Unlit - but want to shift it to ODL to give it some more dimension.

    I have been trying to make the animals in my game use one directional light - but I also want them to have the sort of saturation that you get through unlit. When I use ODL the whites are obviously shaded - but I would like to be able to blend in some emission to boost the brightness. In the example I was using ODL and pushed up the brightness using a simple reflection with a white color. But it washes out the other colors. I tried the Emission map and used the main texture - but it didn't seem to have any effect. I think I want a solution like:

    https://gamedev.stackexchange.com/q...d-emission-to-texture-in-shader/165768#165768

    I tried to integrate this into the CW ODL but failed!

    I thought of using Amplify - do you think that would help me?

    Thanks!


    How it looks now the the Curved World ODL:
    upload_2020-5-1_9-40-24.png

    Roughly how I would like it to look - this is not using curved world - but a variation on the script I sent. upload_2020-5-1_20-42-21.png
     
    Last edited: May 2, 2020
  30. korimako

    korimako

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    I added the code from the script above to the example surface shader in Curved World - and it works as expected. Do I need to do anything to the Example Surface shader to make it mobile friendly?
     
  31. Arkhivrag

    Arkhivrag

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    Example of Surface shader optimized for mobile:
    Code (CSharp):
    1.  
    2. // - no Main Color
    3. // - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
    4.  
    5. Shader "Mobile/Diffuse"
    6. {
    7.     Properties
    8.    {
    9.       _MainTex ("Base (RGB)", 2D) = "white" {}
    10.    }
    11.  
    12.    SubShader
    13.    {
    14.       Tags { "RenderType"="Opaque" }
    15.       LOD 150
    16.  
    17.       CGPROGRAM
    18.       #pragma surface surf Lambert addshadow noforwardadd
    19.  
    20.       sampler2D _MainTex;
    21.  
    22.       struct Input
    23.       {
    24.          float2 uv_MainTex;
    25.       };
    26.  
    27.       void surf (Input IN, inout SurfaceOutput o)
    28.       {
    29.          fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    30.          o.Albedo = c.rgb;
    31.          o.Alpha = c.a;
    32.       }
    33.       ENDCG
    34.    }
    35. }
    You can additionally remove other effects calculations:
    • exclude_path:deferred, exclude_path: prepass - Do not generate passes for given rendering path (Deferred Shading and Legacy Deferred respectively).
    • noshadow - Disables all shadow receiving support in this shader.
    • noambient - Do not apply any ambient lighting or light probes.
    • novertexlights - Do not apply any light probes or per-vertex lights in Forward rendering.
    • nolightmap - Disables all lightmapping support in this shader.
    • nodynlightmap - Disables runtime dynamic global illumination support in this shader.
    • nodirlightmap - Disables directional lightmaps support in this shader.
    • nofog - Disables all built-in Fog support.
    • nometa - Does not generate a “meta” pass (that’s used by lightmapping & dynamic global illumination to extract surface information).
    • noforwardadd - Disables Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.
    • nolppv - Disables Light Probe Proxy Volume
      support in this shader.
    • noshadowmask - Disables Shadowmask support for this shader (both Shadowmask
      and Distance Shadowmask).

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    Last edited: May 2, 2020
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  32. LTYE

    LTYE

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    Hi I am currently applying the curved earth to an asset pack I bought from the asset store. I am adjusting the custom shaders and all works great on trees, leaves etc but on terrain shader I cannot get it to work. The asset shaders have been created using amplify so it should work OK. I have attached the terrain shader for your reference and for guidance on where to input the correct code lines. Thanks!
     

    Attached Files:

  33. Arkhivrag

    Arkhivrag

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    You can add Curved World transformation inside Amplify Shader Editor (link).
    But if you need manual mortification of a shader you do need knowledge of shader programing, very basic, but still. Integration process is described in CustomShaders.pdf file.



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  34. LTYE

    LTYE

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    Thanks for the reply! Yes I managed to add the required code into the shaders for branches, leaves, rocks etc and works great there but for some reason it doesn't work on terrain shader.
     
  35. Arkhivrag

    Arkhivrag

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    Import Terrain and Nature shaders from Curved World settings window. Create new material using that shaders and assign it to terrain.



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  36. RaindropAlfie

    RaindropAlfie

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    Hi, purchased the classic runner version of this shader and its been fantastic apart from I cant ramp the UV scrolling smoothly. Is it possible to edit the shader to have the UV scroll be updated smoothly, e.g smoothly make it faster and faster on a infinite runner. As currently as you edit the UV Scroll vector it causes the texture to jump position.

    Thanks.
     
  37. Arkhivrag

    Arkhivrag

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    Shaders update UV scroll using simple math:
    Code (CSharp):
    1. o.mainUV.xy += _MainTex_Scroll.xy * _Time.x;
    You can modify this part for your needs and make scroll working the way you need. Or you can disable updating it from shader (set scroll speed to 0 inside material editor) and use SetTextureOffset to do the same.



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  38. FABLEGIMPS

    FABLEGIMPS

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    Such a great asset!! Forgive me if this was asked before, as much as I would love to search through all twenty pages for this. For some reason every time I reopen my project, the shaders for a few sprites and a couple other random things change back to the original shaders. I close the project daily, so its become a chore changing these every time. Is there something I'm missing?
     
  39. Arkhivrag

    Arkhivrag

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    What you mean by "change back to the original shaders".
    Curved World shaders have no other "original" shaders, then themselves.
    Do you use shaders from package or other custom ones?
    Check CurvedWorld_Controller script, may be it has Disable In Editor checkbox enabled.



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  40. FABLEGIMPS

    FABLEGIMPS

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    Attached Files:

  41. Arkhivrag

    Arkhivrag

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    Seems Unity does not saves material after shader change.
    Can you try manually save scene and project from File menu after shader change.



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  42. FABLEGIMPS

    FABLEGIMPS

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    No change.
     
  43. alexquesadadev

    alexquesadadev

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    Attached Files:

  44. Arkhivrag

    Arkhivrag

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    If Unity does not saves material shader changes I can only suggest: 1) Save scene and project after shader changing manually from File menu or 2) change material shader from their default material editor (without using Scene Shaders Overview tool).
    I was not even able to reconstruct it at my side. Unfortunately there is nothing I can 'fix' in the script.


    No. Seems path mesh in the provided screen-shot is hand-made.



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  45. RazHollander13

    RazHollander13

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    If i already have a scene with multiple models and multiple materials, ill need to update all of my materials to support the assets bending shader? or is it just being rendered "on top" of everything in my scene like magic.
     
  46. Arkhivrag

    Arkhivrag

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    Curved World is a shader. Meshes requiring to have bend effect have to use Curved World shader.
    You have to replace shaders inside material. And then magic happens.



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  47. Dark-Link

    Dark-Link

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    Hello.
    Could you please help?

    I tried each of the 3 solutions from the PDF but the camera just does not follow the character as it should. What should i do?
     
  48. Arkhivrag

    Arkhivrag

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    Curved World pivot point is set to zero. If your player/camera moves, set them to be the pivot point of the Curved World.




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  49. epicoro

    epicoro

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    Is there any fast workaround to get Classic Runner shader work with URP?

    Edit: I got it to work by changing com.unity.render-pipelines.lightweight to com.unity.render-pipelines.universal on all shaders
     
    Last edited: May 19, 2020
  50. pushingpandas

    pushingpandas

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    Does asset work with URP?
     
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