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Easy Decal - Decals everywhere

Discussion in 'Assets and Asset Store' started by Sycoforge, Oct 28, 2014.

  1. Sycoforge

    Sycoforge

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    It currently works on dynamic/moving objects but not on skinned meshes. The skinned mesh support will be added in a future release.
     
  2. TechiTech

    TechiTech

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    does this have a pooling feature?

    If no then do you plan on it?

    Are you still working on the atlas feature?

    Thanks
     
  3. Sycoforge

    Sycoforge

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    We have a lot of performance helpers on our to-do-list and pooling is one of them. The atlas feature has high priority. We will start implementing short after the Unity 5 port is ready to get shipped. Unfortunately the developer responsible for Easy Decal has been away from the project for the last few weeks. So we have a big delay on the dev time line. :(
     
  4. TechiTech

    TechiTech

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    Ok thanks Wittwism.
     
  5. dzkdes

    dzkdes

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    Hi,

    When I duplicate a decal and rotate the new one, the old decal also rotates. Is that a known issue? Or is there something we can do to fix it?
     
  6. ZJP

    ZJP

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    Remenber the debate about sources? ... :rolleyes:
     
  7. Sycoforge

    Sycoforge

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    It's not an issue, it's a feature. :)

    If you are using the 1.4.3 RC version there are several ways the get a duplicate

    Ctrl + D (OSX: CMD + D)
    The decal gets duplicated with shared geometry (shallow copy)

    Alt + D
    The decal duplicate is a deep clone of the original (new geometry).

    Alt + C
    The decal gets converted to a mesh.

    Hope that helps.
     
  8. Sycoforge

    Sycoforge

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    @ZJP Argument valid... :oops:
    After an internal ballot we decided to release a sourced version... Somewhere in the near future.
     
  9. ZJP

    ZJP

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    It is a good decision although i fully understand your desire not to see your techonologie used by competitors.
     
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  10. dzkdes

    dzkdes

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    Thanks, I have sent a pm to get the 1.4.3 RC.
     
  11. dzkdes

    dzkdes

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    Is there a performance/memory difference between a decal with "baked geometry" and decal mesh saved as asset (using the extras menu) ?
     
  12. Sycoforge

    Sycoforge

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    The performance is better when the decal is converted to a "regular" asset/game object. That's because you can benefit from the static batching and internal mesh optimizations.

    The bake option has a slightly bigger overhead (cpu and memoy).
     
  13. Sycoforge

    Sycoforge

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    The competitors are not the main problem. I mean if someone really wants to get the source, there are ways to get it. And in addition the math behind is reproducible, well known and not as bad-ass as it might seems (Orthogonal Projections, Plane Intersections, Triangulation, etc)

    Ok, the algorithms are developed by our mathematician but every engineer will come to same result after some mental work. :)

    Initially we had concerns about creating a "code-support-monster", but instead we created a "no-source-monster" :eek:
    The result is basically the same: A lot to write, less time to develop...:)
     
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  14. TokyoDan

    TokyoDan

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    Does this asset support Unity 5.1.x yet?
     
  15. Sycoforge

    Sycoforge

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    Unfortunately the current version (1.3.6) available in the Assets Store does not officially support Unity 5.
    The 1.4.x version will be fully supported by U5 and comes with tons of new features and improvements. So stay tuned! :)
     
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  16. Sycoforge

    Sycoforge

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    You can now download the beta of 1.5.x from our website. It's fully supported by Unity 5.2.2.
    Just register, add your order number to your account and start downloading. :)

    Download Here
     
  17. ZJP

    ZJP

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    Hi,

    IF the 1.5x is NOT compatible with Unity 4.X do not forget to add the two versions in the Asset Store package.
    I lost many of old versions of stuff because of this : older and new stuff have the same name :(
    It's really important when you works on Unity 4 AND Unity 5.

    I think it is important to distinguish the latest 4.x version of a product before it is overwritten by the next. This should be a general rule of the Store.
     
  18. Sycoforge

    Sycoforge

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    We will add both versions to the store and will keep the versions in sync at least until Unity will officially drop the support for U4!
    In the next few days we will also make the U4 1.5.x beta version available for download.
     
  19. Sycoforge

    Sycoforge

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    When you download from our website plaese look at the version icons on the right. They indicate for what Unity version they were packed.

    download_area_versions.jpg
     
  20. ZJP

    ZJP

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    Thanks.
     
  21. Sycoforge

    Sycoforge

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    @ZJP The Unity 4 version is ready for download. :)
     
  22. siliwangi

    siliwangi

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    @nu-assets

    Does the latest beta of easy decal now includes full source code?
     
    Last edited: Nov 11, 2015
  23. ZJP

    ZJP

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    Thanks. :cool:
     
  24. Sycoforge

    Sycoforge

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    No. The beta has no source code included as it changes weekly. Currently we are hammering out a solution for source code question.
     
  25. Ramsdal

    Ramsdal

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    Hi how is it going with the performance optimization, and the atlas feature? ;)
     
    S_Darkwell likes this.
  26. Filhanteraren

    Filhanteraren

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    Will there be support for deferred decals at some point?
     
  27. Sycoforge

    Sycoforge

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    Sorry for the late reply! For some reasons we didn't get notifications for this thread.
    The atlas feature is currently in development. Did you already update to 1.5.x?
     
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  28. Sycoforge

    Sycoforge

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    Sorry for the late reply! Yes. But this feature will only be available for Unity 5.
     
  29. Ramsdal

    Ramsdal

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    Yeah I did, though I have not really started using decals in my project yet, I was just curious about the atlas feature and the previously mentioned optimization. Though as I said I have not started using it a lot yet, so the performance optimization may be done already? :)
     
  30. Sycoforge

    Sycoforge

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    Dozens of optimizations were done since version 1.3.6. E.g. the projection is about 250% faster and a new projector has also been added. :)
     
  31. Sycoforge

    Sycoforge

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    Version 1.5.4 available for download.

    Changelog

    Features
    • Decal Animator: New linear tween modes added
    Fixes
    • Static Mesh Proxy List: Candidate intersection crash fixed
    • Decal Animator: Wrong frame selection fixed (non-rectangular sheets)
    Changes
    • Triangulator: Small performance improvements
     
  32. Filhanteraren

    Filhanteraren

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    Sounds good any ETA when this will come?

    Also is there anyway of batching decals together as one mesh, had a look at the demo scene in 1.5 and for the dynamic decals the drawcalls goes up quite fast otherwise
     
  33. Sycoforge

    Sycoforge

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    Hard to say. We are currently working on this feature. Of course I could make a guess, but you probably know the famous accuracy of the devs guesses. :confused:

    The first improvement will be a static mesh combiner. You place all your environmental decals and at a button's click all decals sharing the same material get statically baked into a mesh.
     
  34. Filhanteraren

    Filhanteraren

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    When it´s done then.. :)

    Will there be something for dynamic decals also, like bulletholes. Having one drawcall for each bullet hole is a big drawback
     
  35. Sycoforge

    Sycoforge

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    We plan to implement this feature too, but this will take more time than the static mesh combiner.
     
  36. micuccio

    micuccio

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    Hi,
    I am evaluating to buy your amazing software. I have just a question : How it works with Unity Terrains?

    Thanks in advance,

    Dom
     
  37. Sycoforge

    Sycoforge

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    Hi Dom,
    You can project on every piece of geometry that has either a MeshCollider, TerrainCollider or a tight fitting BoxCollider.
    Even projection to collider-less geometry is possible, but at a lower performance.

    easy-decal-terrain.jpg

    Hope that helps! :)
     
  38. micuccio

    micuccio

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    You convinced me!
    Another copy sold! :)
     
  39. Sycoforge

    Sycoforge

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    Glad to hear :)
    Let us know if need help to get started.
    Don't forget to take a look at the manual, to get aware of the most important key shortcuts (duplication, mesh conversion, smart placement, etc). Those will help speeding things up.
     
  40. ElectroMantis

    ElectroMantis

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    Tried to use these for some dirt decals, and the material doesn't receive a shadow! I did some googling an found out that fade/transparent shaders don't receive shadows... I guess can't really use these for terrain details because of that, they look too funky. :(
    Is there something I'm missing? Is there some kind of workaround for this?
     
  41. Sycoforge

    Sycoforge

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    Unfortunately, semi-tranparent standard shaders don't support shadows. It's a quiet complicated thingy, and not as trivial as it might seem at a first glance. But as far as I know the cutout shaders should support shadows, as they are basically the same as the opaque one, with some pixels skipped.

    Hope that helped! :)
     
  42. Sycoforge

    Sycoforge

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    Version 1.5.7 available for download.

    Changelog


    Features
    • Event: OnFadeOutStarted event added.
    • Event: OnFadedOut event added.
    • Event: OnProjectionFinished event added.
    • UI: Decal manager window added
    • UI: Decal atlas creator added.
    • General: Texture atlas support added.
    • General: Global decal manager added.
    • General: Added +80 decals textures.
    • Projector: New processor pipeline added.

    Changes
    • UI: Changed visual styles.
    • UI: Tangets checkbox gets automatically disabled when normals are not calculated.
    • Projector: Projection performance slightly increased (~5%).
     
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  43. ZJP

    ZJP

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    Nice update. Thanks. :cool:

    Edit :
    Saw the difference between your site web and the store.
    The store is stuck with the 1.5.4(!!!) version, but your site talk about a 1.5.5, 1.5.6 and the last 1.5.7 !!!! :confused:

    *--------------------------------------------------------------------------------------------------------------------------*
    1.5.7
    1 May 2016

    Features

    • Event: OnFadeOutStarted event added.
    • Event: OnFadedOut event added.
    • Event: OnProjectionFinished event added.
    • UI: Decal manager window added
    • UI: Decal atlas creator added.
    • General: Texture atlas support added.
    • General: Global decal manager added.
    • General: Added +80 decals textures.
    • Projector: New processor pipeline added.
    Changes

    • UI: Changed visual styles.
    • UI: Tangets checkbox gets automatically disabled when normals are not calculated.
    • Projector: Projection performance slightly increased (~5%).


    1.5.6
    31 March 2016

    Features

    • Unity 5.4 support added.
    Changes

    • Updated the shared Sycoforge libraries.


    1.5.5
    24 January 2016

    Features

    • Recursive mesh lookup.
    • Decal Animator: Support for non-standard input textures.
    • Decal Animator: More tween modes added.
     
    Last edited: May 1, 2016
  44. Sycoforge

    Sycoforge

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    We usually release some of the experimental versions and hotfixes only on our website. But you can link your Asset Store order number to your account and download them all.

    The 1.5.7 version is still pending for review, but it's already downloadable from our website.
     
  45. ZJP

    ZJP

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    Thanks for the tip. :cool:
     
  46. Sycoforge

    Sycoforge

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    Version 1.5.8 available for download.

    Changelog

    Fixes
    • Atlas: Fixed that Material gets not changed properly when set on prefab.
    • Atlas: Fixed invalid index selection when assigning an empty atlas.

    Changes
    • Atlas: Removed random index selection when decal is baked.
     
    Superjayjay likes this.
  47. Superjayjay

    Superjayjay

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    Im looking for a way to render blood and bullet holes (at runtime) beautifully and efficiently and Easy Decal looks like the best solution by far. One question before I buy in, how are the current version(s) as far as performance goes? My team is working on a old school shooter with a lot of these, so this is a big concern for us.
     
  48. Sycoforge

    Sycoforge

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    It's hard to estimate the performance as it depends on many different things. But roughly said it depends on the following points:
    1. The complexity of the decal receiving geometry (How many polygons have to be cut?)
    2. The collider setup (Does the projector have to recursively search for geometry?)
    3. The settings you use in on the Easy Decal component. (See images below for some of the settings that can affect performance)
    easy-decal-geometry.jpg

    easy-decal-constaints.jpg

    Per-object draw call groups and skinned decals are currently under development. These features will also give a performance boost on some (weaker) platforms.

    Hope that helped! :)
     
  49. chaneya

    chaneya

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    Just wondering if anyone has used Easy Decals for character footsteps and whether it would be a good system for that.

    Thanks
     
  50. jimmy_doodle

    jimmy_doodle

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    I have used it to place splatters at impact points of some falling objects and had great looking results in a jiffy. The static API comes with two major methods Project(..) and ProjectAt(..) and a lot of overloadings that take care of the time consuming orientation stuff.