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First Fantasy for Mobile

Discussion in 'Assets and Asset Store' started by G.E.Team, Aug 21, 2013.

  1. G.E.Team

    G.E.Team

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  2. G.E.Team

    G.E.Team

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  3. G.E.Team

    G.E.Team

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  4. im

    im

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    wow thanks! very nice tutorials, i watched them all!:)

    cant wait for ambient sound one ;)
     
    Last edited: Nov 3, 2013
  5. lordzizzy

    lordzizzy

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    Jan 17, 2012
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    Hi, I have some problems running the demo scenes on my android phone(sony ericsson xperia neo-V) - the application gets stuck at the Unity loading splash screen.

    What I noticed in the log were warnings like these:
    "Shader is using clip instruction (usually caused by alpha test). It might cause problems on some Qualcomm/Adreno drivers.
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()"


    Thanks for your help in advance :)
     
    Last edited: Nov 13, 2013
  6. -u1-

    -u1-

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    Apr 28, 2013
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    Hi, interested in the package.. just wondering if it comes with any skybox as part of the asset.

    Thanks!
     
  7. lit0318

    lit0318

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    Nov 20, 2013
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    Hello.
    I am very much interested in this Asset.
    Although it is a question, do you have a schedule which will update this Asset from now on?
     
  8. yuri_

    yuri_

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    Nov 21, 2013
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    hi
    I want to create forest scene for mobile.
    I created forest scene looking at tutorial.
    But DrawCall was too high and did not run well for mobile.
    Isn't there any good method of solving these?
     
  9. PrimeDerektive

    PrimeDerektive

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    Very nice... what is the resolution of the ground textures?
     
  10. Tkfore21

    Tkfore21

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    Jan 12, 2013
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    What I have had to do is combine the meshes. I use GameDraw for this, and it was a lifesaver. While the Asset says that it is optimized for Mobile, I do have to disagree. The models are great, and fit perfectly with what I need. However, when using the palm tree (tree_04_a), I found it contains 4 trunk sections and something like 8-12 leafs. So we are looking at too many draw calls per model. Mobile needs far fewer. I was able to optimize it down to being a single call for the model using two textures, trunk and leafs. I will be combining the textures tonight.
    I love that I can manipulate the model pieces myself, I would just recommend to folks, combine them when you have done what you need.
     
  11. Render-Knight

    Render-Knight

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    Aug 26, 2013
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    Hi lordzizzy, Thank you for your support.
    We are not familiar with this problem but we found something in Unity community. Hope it help.

    http://answers.unity3d.com/questions/286558/android-safely-using-sprites-w-alpha-channel.html
    http://forum.unity3d.com/threads/128431-Android-starter-problem-Help!
    http://answers.unity3d.com/questions/496081/mobile-game-has-different-behaviors-on-android-and.html

    Please, let us know if you can or can not solve it.
     
  12. Render-Knight

    Render-Knight

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    Hi -u1-, Thank you for your request. We have added skybox to our work list but can not promise in next update.
     
    Last edited: Dec 2, 2013
  13. Render-Knight

    Render-Knight

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    Hi lit0318, we plan to release next update mid December.
     
    Last edited: Dec 2, 2013
  14. Render-Knight

    Render-Knight

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    Hi yuri_, some methods can help.
    1. Mesh combine
    2. Lightmapping
    3. LOD (Level of details)
    4. Occlusion culling.​

    Useful Unity documents.

    Some package on Unity Asset Store. Try their forums and tutorials first.

     
    Last edited: Dec 2, 2013
  15. Render-Knight

    Render-Knight

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    Hi PrimeDerektive,

    The resolution of the ground textures is 1024x1024. Glasses are 64x64 and 128x128. You can resize them to any square size.

    There are 3 sizes of switchable main shared texture, 1024x1024, 2048x2048 and 4096x4096.
     
  16. Render-Knight

    Render-Knight

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    Thank you Tkfore21, We are updating models. Please, feel free to give any advice. :)
     
    Last edited: Dec 2, 2013
  17. seppukustl

    seppukustl

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    Would this be compatible with UniRPG's Tile Editor Extension?
     
  18. Render-Knight

    Render-Knight

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    Hi seppukustl, we have zero experience with UniRPG's Tile Editor. With your question we just checked the UniRPG's features and quite sure our Prop and Cave prefabs should be compatible with UniRPG's Tile Editor system.

    We have provided simple tutorials for using Caves prefabs and how to creating Forest scene. Hope they help you to figure it out.

    Cave's tutorials Cave ground prefabs are ready for any Tile system.

    Forest Scene Ground textures are tileable. We use them with Unity Terrain Tools.

    Hope they help you to figure it out if you already knew UniRPG's Tile Editor.

    Please, let us know if you find the answer or you have any suggestion for us. Thank you.

    Enjoy your creations. :)
     
    Last edited: Dec 12, 2013
  19. seppukustl

    seppukustl

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    Awesome :D Ty! I'm gonna try implementing your assets with the UniRPG tile editor and if they work I'll post here so you can let people know :) And if they don't I'll use your system which still works great from what i've seen.
     
  20. Render-Knight

    Render-Knight

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    Thank you seppukustl. Cheers. :)
     
    Last edited: Dec 12, 2013
  21. Shadow_Fire

    Shadow_Fire

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    Nov 18, 2012
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    Just curious, what's the estimate date for version 1.3? And what will the 1.3 consist of?

    Keep it up.
     
  22. soapOD

    soapOD

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    May 30, 2013
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    Same here! I'm loving your pack so far; any chance of a sneak peek at 1.3?
     
  23. Aguy

    Aguy

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    Need buildings for cities and towns.
    Maybe some ice caves.
    Hills
    Deserts...

    Looks good. Definitely looking at it for a game idea I've been working on as a side project.
     
  24. JonBednez

    JonBednez

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    Jan 16, 2014
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    G.E.Team,

    Just purchased your asset with an error, but still got charged. And I don't have the asset to download.

    What are my options?
     
  25. Aguy

    Aguy

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    May 11, 2012
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    Any news on 1.3 yet?
     
  26. PixelFrog

    PixelFrog

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    Dec 2, 2012
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    i've purchased this asset and it's great! But i've notice one problem. When switching project to android lightmaps are very bright. On standalone version works fine. Any hint how to solve this problem? :) Thanks for any advice.
    https://www.dropbox.com/s/4tuz6ki50zrhn9r/screen.png
     
  27. G.E.Team

    G.E.Team

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    Thanks Killswitch, we have added your request to our work list. We can't promise that you will find them in next update (v.1.3).

    We are working on v.1.3. It will be released soon in Feb.
     
    Last edited: Jan 28, 2014
  28. G.E.Team

    G.E.Team

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    With our experience, sometime Internet speed or Unity Asset Store server generates that error. Do not worry if Unity Asset Store have charged you that means they have your purchasing record.

    Please, follow this instruction:
    1. Close Unity application and open it again.
    2. Open Asset Store dialog. (Unity top menu->Window ->Asset Store)
    3. Top-right of Asset Store dialog there is a button names "Log in". Click it and log in with your unity account.
    4. At the right pane of the dialog you can see Categories, Top Paid, Top Free, Top Grossing, Latest and My Stuff.
    5. Click "My Stuff" button.
    6. Click "See complete packageList". Now you can see your purchased list.
    7. Each item has a button lays on its right. You can use it to import, download, update, review each item.
    8. Look for "First Fantasy for Mobile" then press download or import.
     
    Last edited: Jan 28, 2014
  29. G.E.Team

    G.E.Team

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    Hi PixelFrog,

    Please try these.
    1. Make sure Graphics Emulation in Render Settings dialog is set to Open GL ES 2.0.
    2. Try use Transparent/Cutout/Diffuse shader.

    If you have done everything but nothing changes. Please, create a new empty project then switch platform to Android before import First Fantasy for Mobile package. This might help you to find the causes.
     
    Last edited: Jan 28, 2014
  30. Aguy

    Aguy

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    May 11, 2012
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    I was joking at the time but if you do add those things that would be great.
    Was hoping to know what's coming in 1.3 because I'm going to be using this to make a game but wanted to hold off on the map in case there's a major change. Want to be ready for it. Guess I'll just have to wait before I start mapping this out.
    Thanks for the response.
     
  31. PixelFrog

    PixelFrog

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    Dec 2, 2012
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    Importing to new project did the trick! Thank you! :) Now i can't wait for 1.3 update :)
     
  32. ckrin

    ckrin

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    Oct 8, 2013
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    Im really curious what we'll get in 1.3!
    some preview images or a list of assets would shorten our waiting time :D
    can't wait to see the red label say "v 1.3"!
     
  33. sonicviz

    sonicviz

    Joined:
    May 19, 2009
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    1,051
    Hi,
    I bought this ages ago but just started using it for an iOS project.

    Is anyone using any of the Asset Store tools to optimise this, and if so how?

    Just wondering the best process to use with best tool.

    ty!
     
    Last edited: Feb 18, 2014
  34. ckrin

    ckrin

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    Oct 8, 2013
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    hi, what tools do you think of?
    since its perfomance is quite well and almost everything is atlased, i'm pretty interessted in how you could further optimize it.
    things that come to my mind would be mesh combination and occlusion culling.
     
  35. Kai_Zu

    Kai_Zu

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    Dec 14, 2013
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    I'd like to use the SD-version because the default HD-version is pretty big (21.3MB) for mobile apps.
     
  36. Aguy

    Aguy

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    May 11, 2012
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    Any news on 1.3 yet?
     
  37. save

    save

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    Just an incoming thumbs up, really great work!
     
  38. Khorkhe

    Khorkhe

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    Oct 21, 2013
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    Hello :)

    First of all, the assets are gorgeous! I tried running the demos on PC without any problems.
    Unfortunately, when attempting to run on iOS or Android, the water renders black, and some particle effects showed "Unity" stickers instead.

    I made sure to set the openGL version, enabled the lights (they were disabled by default) and baked the lighting.

    Any clue?
    Thanks!

    Edit: I changed the rendering path from Vertex Lit to Forward and it works now. But I hear Forward mode isn't optimal for mobile devices. Do you know of an alternative?
     
    Last edited: Mar 11, 2014
  39. ckrin

    ckrin

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    Oct 8, 2013
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    my water starts to pixelate over time. problem occurs with the shader used in your lagune example (its the diffuese one i think) on nexus 4. anyone with the same problems?
     
  40. Render-Knight

    Render-Knight

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    Aug 26, 2013
    Posts:
    28
    Hi there,

    Sorry for leaving this thread for a long time.

    First Fantasy for Mobile 1.3 is released.
    Most 3D model are remodelled from scratch to get more reduce draw-calls and more features are added.
    Check it out on Asset Store.

    Next coming version is 2.0.
    We are preparing to add building, ambient sound and more stuffs for each theme.

    Supports are only by e-mail.
    Please, don't forget to attach your invoice information and we will reply in 2 business days.

    Thank you.
     
    Last edited: Apr 29, 2014
  41. anonymous019

    anonymous019

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    Nov 2, 2021
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    hey do you have this package..? unfortunately it has been removed from the asset store.. i need this