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FXMaker - Rapid effect tools (Released)

Discussion in 'Assets and Asset Store' started by ismoon1, Oct 15, 2012.

  1. ismoon1

    ismoon1

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    -‘FX Maker’ includes 300 Effects which can be immediately used.
    - Has been optimized for mobile.
    -‘FX Maker’ is a tool which produces Effects. (creation, viewer, analyzing, test, speed adjustment, size modification)
    -By using 300 Effects included, a new Effect can be made within few minutes.
    - By using resources included, hundreds of Effects can be reproduced.
    -No need for using 3D tool to create Mesh and Animation.
    -Supports ‘MaskShader’ which can create a new Texture by combining them.
    -Supports ‘BuildSprite’ which transforms hundreds of triangles to only two.
    -Supports Particle Resizing (Adjustment using Transform.Scale)
    -Supports Adjust Speed (MeshEffect, LegacyParticle, ShurikenParticle)
    -Included all sources

    -Contains Tooltip guide up to 30 pages.
    Supported Language:
    English, Korean

    Included Resources:
    #EffectPrefab : 300
    #Texture : 300
    #Mesh : 100
    #Curve : 100

    Asset Store
    FXMaker guide.pdf
    EffectDemo
    FX Maker 1-1 Preview (english).avi
    FX Maker 1-2 CreateEffect (english).avi
    FX Maker 1-3 Background (english).avi

    All files - Torrent

    If you have a smart phone with Android OS, you can confirm this performance by using FXMaker_EffectDemo.apk.
    FXMaker_EffectDemo.apk (Did not use "BuildSprite")

    Demonstration, we have been using a sample of FXMaker
    http://youtu.be/ZldOX7ZC6ws (not optimized) (tested Samsung GalaxyS1)
     

    Attached Files:

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    Last edited: Nov 16, 2012
    bram_Indonesia likes this.
  2. norby

    norby

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    Wow that's awesome
    great work

    Norby
     
  3. ibps13

    ibps13

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    Shuriken killer ? :) Great work and Amazing demo !
     
  4. kalamona

    kalamona

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    Looks like an incredibly powerful tool.
     
  5. ZJP

    ZJP

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    Wooooo!!!!. It's incredible.. ;)

    Edit :
    You forget to mention that it is possible to move the webPlayer demo scene. Mouse button + scroll wheel
     
    Last edited: Oct 15, 2012
  6. jrDev

    jrDev

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    As always, when I comes do these things. How do you go about making the efficient for mobile?
     
  7. p6r

    p6r

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    Absolutely fantastic and complete !!!!!!!!!!!!!!!!!! Crazy !

    6R
     
  8. nuverian

    nuverian

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    Look very powerfull indeed and a lot of work done in there. I didn't quite understoon the workflow from the video though. Will there be a demo sometime soon?
    Thanks
     
  9. rosor

    rosor

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    looks amazing! Great work!
     
  10. Salio

    Salio

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    Very nice!
     
  11. ismoon1

    ismoon1

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    Effects included in the tool is made within the limit of mobile interface.
    (The number of particles lower than 40 and that of polygons lower than 2~400)
    Demonstration linked shows all tens of effects at once.
    When this demo is executed on mobile instrument "Samsung Galaxy S2", it maintains average speed of 50fps.
    If you have a smart phone with Android OS, you can confirm this performance by using FXMaker_EffectDemo.apk.

    FXMaker_EffectDemo.apk (Did not use "BuildSprite")

    ---Procedure which a user has to follow---
    1. You can optimize by observing rendering information(The number of particles, meshes and triangles) displayed at the bottom of tool screen.
    2. Modify to MobileShader when not using AlphaColor.
    3. The most significant method of optimizing is to modifying to 2 triangles by using "BuildSprite".
    4. The stopping phenomenon due to 'runtime create' can be made to disappear by using "PreloadTexture" function.

    $particle.PNG
     
    Last edited: Oct 17, 2012
  12. ismoon1

    ismoon1

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    This tool maintains similar structure as Hierarchy of Unity for providing flexibility.
    It will be easy to understand if you watch 1-2 guide videos which includes the procedure of making effects.
    Videos which includes the procedure of making effects will be continuously added.
    If you send me the effect image needed, I can provide you the making video of the effect.
     
  13. pindilab

    pindilab

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    Oct 17, 2012
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    Great ParticleEditor!
    Thank you dev! Well I'll use.
     
  14. Games-Foundry

    Games-Foundry

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    632
  15. ZJP

    ZJP

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    @Games Foundry
    +1

    @ismoon1
    25 to 68 FPS on a Tegra 2 device. I suggest to propose an option to disable the GUI : As you know, it's very time consuming. ;)

    Edit :
    It lacks a application closure button.
     
    Last edited: Oct 17, 2012
  16. gregorypierce

    gregorypierce

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    It looks great, but the workflow looks complicated. Seems very difficult to use.
     
  17. Hedgehog-Team

    Hedgehog-Team

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    Great work, but Is that this package need Unity Pro?
     
  18. hypnoticshark

    hypnoticshark

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    Hello,

    Is there a usable demo version of this product available? we would like to quickly run through the interface and create an fx or 2 and try it out on the ios devices. If we are happy with the performance and functionality (which looks great btw) we would purchase it. We did take a look at the demo scene on the web player. It looks pretty good.

    Thank you
     
    Last edited: Oct 17, 2012
  19. nuverian

    nuverian

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    I'd also agree for a demo. It's far beyond the price that I would buy blindly, but certainly not expensive considering it works for me afterall.
     
  20. giyomu

    giyomu

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    @ismoon1

    regarding to the quoted post , it seem your NcparticleManger.OnPostRender and OnPreRender allocate a bit.
    here a screen with just all shuriken example and without gui stuff

    https://dl.dropbox.com/u/915650/img/fxmaker.png

    I am not intending to bash here just give some infos to other interested fellow dev..regarding the price of the tools..going to get a quick test on ipad2 with sample scene..

    I do not really care about few alloc here an here but if this become at fast regular pace and too long then obviously there is a risk for the game suffer of it, if this is included already in a game environment that are doing already quite a bit of stuff ..hehe XD...

    just tested on ipad2 doesn't seem to be that bad looking at unity profiler regarding allocation..which internal profiler on xcode gdb do not really say same things tho...

    oh well just buy it and try :D..

    by the way "mobile scene test all" crash at some point about Ng property Get(), did watch in details.
    fps on ipad2 for this scene do not maintain really well 60 fps , but lot of fx and I am sure gui do not help also here, and you seem to instantiate / destroy in the demo too.

    the tool look really nice to use and helpful to quickly mockup some fx ( lot of Fx seem to be based on Legacy system..) but you should really provide more real game situation demo so everybody can check out before buy it.

    you ask quite a bit of $$ for it so expect people be picky in someway :)
     
    Last edited: Oct 19, 2012
  21. Games-Foundry

    Games-Foundry

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    @giyomu - thanks for sharing that.

    While we wait for clarification from the author to avoid jumping to any incorrect conclusions, if 15.3KB per frame? is an accurate reflection of runtime heap allocation, that would rule it out for us. Even a few bytes allocation per frame is bad enough while Unity is stuck on Mono 2.6 because of the hideously slow garbage collector.

    giyomu - is it allocating 15KB every frame? What is the average per frame allocation over 30 frames?

    What is the average Time ms outside of a garbage collection spike using a code stopwatch in OnPreRender and not the profiler?
     
  22. giyomu

    giyomu

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    @Games foudry

    did not really test in details about the post pre render stuff, yeah it seem to be per frame as a scroll through , and for some fx going way over 15kb, now I guess you rarely use a mass of fx at same time ( anyway if you are doing killer shoot them up XD ..)

    on ipad2 I tested and as i said before get between 42 to 56 fps ( when scene get rid of all fx ) now every fx seem to be create using instantiate and destroy so..

    I am just curious about a things that unity profiler when i check on that scene from device do not get me any Alloc like when I am using in editor ..tho the internal profiler give like 5 to 6 alloc every 10 frame of checking and about 20ms time for collection..well tested with the GUI also so some of it are certainly in.

    so again I do not want draw any conclusion on this , I am just sharing some fact from what I see , I can interpret them not really accurately too ..I am far to be perfect hehe :)

    Just the fact that when you buy a tool for speed dev process yeah you don't want end up get issue because of it or have to go in yourself to optimize it ( really not the point of it XD..)..and in that case that kind like gambling :)

    but well let wait for the dev to give us more info , I don't want speak for him too much here .. :)
     
    Last edited: Oct 19, 2012
  23. ismoon1

    ismoon1

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    Your article is an excellent analysis.
    FXMaker tool source is heavy.
    However, the Script used in effects is optimized for repeated processing.
     
  24. ismoon1

    ismoon1

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    Thank you very much for testing.
    The FXMaker_EffectDemo.apk has more leeway to be optimized for mobile.
    We have disclosed this to show that it can run well, even if the excessive effects are displayed.

    If you process like below, you can get from several times to tens of times faster speed.
    1. Change with the MobileShader.
    2. If you use particle and triangle, you should use "BuildSprite".

    http://dl.dropbox.com/u/110567629/FXMakerSample.unitypackage
     
    Last edited: Oct 19, 2012
  25. ismoon1

    ismoon1

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    It can be look complicated, because it is not created in sequential flow.
    This tool changed simplicity and flexibility of the UnityEditor into its convenience and flexibility.
    Is has a lot of exposed buttons enabling you to get settings that you want, with a click or two.
    A detailed explanation on all windows and buttons is displayed.
    Once you follow 1-2 video, you will understand soon.
     
  26. ismoon1

    ismoon1

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    This will run without problems in the "Unity Standard" version.
    But, the Grayscale feature that expresses the only selected GameObject in color works normally only in the “Unity Pro” version.
     
  27. ismoon1

    ismoon1

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    We have no Demo App for iOS.
    Instead, we will give you the UnityPackage including a few effects.
    The included effects were not optimized for mobile.

    http://dl.dropbox.com/u/110567629/FXMakerSample.unitypackage
     
  28. ismoon1

    ismoon1

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    Thanks for pointing out the problem.
    This problem occurs only ShurikenParticleSystem.
    We have been modified it so that there is no Allocate in every frame. (allocated once)

    Related version is an 1.14.

    We'll explain the reason for using the OnPreRender.
    The OnPreRender is used to support the conversion of Run-time size.
    While maintaining the value of the property in the ParticleSystem, you can change the size.
    You can change the size easily by modifying only value of the Transform.Scale.
     
    Last edited: Oct 19, 2012
  29. ismoon1

    ismoon1

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    Tell me a crash message.

    If you delete the EffectPrefab, unity warning will be printed.

    This can be safely ignored.
     
    Last edited: Oct 19, 2012
  30. DreamEnder

    DreamEnder

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    I just bought FXMaker and I'm getting this error after I imported it:


    Assets/IGSoft_Tools/CommonLib/GlobalScript/NgAsset.cs(746,48): error CS0117: `UnityEditor.EditorUtility' does not contain a definition for `GetAssetPreview'

    I'm using Unity 4 Beta.
     
  31. ismoon1

    ismoon1

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    had fixed the problem for unity4.0b11.
    Bug fixes,*FXMaker1.16.

    - Tested unity 4.0b11
    - Problem unity4.0b11. (GUI.Toolbar.tooltip, there is a problem in the output)
     
  32. schragnasher

    schragnasher

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    Hello i have started using FXMaker, but all of the curve functions seem to be invisible in the editor. Could anyone help me with this issue?

     
  33. ismoon1

    ismoon1

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    sorry.

    Now Uploaded.
    Please check the update on Monday.

    version 1.167 ------
    - Fixed bug : Problems invisible in the InspectorEditor. (LightSkin only)
     
  34. schragnasher

    schragnasher

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    This works perfect, thank you for fixing the problem!
     
  35. Intrawebs

    Intrawebs

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    I just looked at this and your vidoes, this looks great!

    What do you mean by "The included effects were not optimized for mobile."? What would need to be done with them to be optimized for mobile, would it be mainly to use your built in sprite builder and to use the mobile shaders?
     
  36. GrumpyOldMan

    GrumpyOldMan

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    Hello, this looks like a really good package, I just had one quick question before I make a decision. Can I draw my own particles and plug them into your effects editor? Thanks!
     
  37. ismoon1

    ismoon1

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    That is included in the FXMaker effects are available directly from the mobile.

    http://youtu.be/ZldOX7ZC6ws (not optimized) (Tested Samsung GalaxyS1)
    Demonstration, we have been using a sample of FXMaker

    - Additional optimization -
    1. Change with the MobileShader.
    2. If you use particle and triangle, you should use "BuildSprite".
    3. Remove the particle collisions.
     
    Last edited: Nov 16, 2012
  38. ismoon1

    ismoon1

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    Any particle can be edited in fxmaker.

    You can view and modify all the Prefab (EffectPrefab and Non-EffectPrefab)

    This tool, the Universal Prefab management tools.
     
    Last edited: Nov 16, 2012
  39. khaccanh

    khaccanh

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    Dec 10, 2012
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    hi
    I have purcase fx make
    it is so cool
    i have export to package to use.
    when i import the unity 4.0 is ok, but unity 3.1 is not ok
    what the lowest version it support ?
    Thanks
     
  40. neken

    neken

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    Sep 23, 2011
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    Hi ! look amazing , i need to transfer all particle effect to 2d sprite for better performance and this plugin is for me brilliant!

    I have question: It's possible to build shurriken effect to 2D sprite sheet but generate sprite frames in separate files ? I use another atlas for my sprites when i need add frames and animation it in ex2d
     
  41. ismoon1

    ismoon1

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    unity3.53 or later is supported.
    3.5 or lower can not support. Because, Unity has a bug.
    Memory leak occurs in the unitycurve.
     
    Last edited: Dec 12, 2012
  42. ismoon1

    ismoon1

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    Possible. I will update at the beginning of next week. version 1.20

    ^^ The answer here is slower. Please send me an e-mail if you need a fast answer.
     
  43. Play_Edu

    Play_Edu

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  44. incubegames

    incubegames

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    Hi, I'm getting this error:

    Assets/IGSoft_Tools/CommonLib/GlobalScript/NgAtlas.cs(292,22): error CS0117: `System.IO.File' does not contain a definition for `WriteAllBytes'

    Unity 3.5.6f4
    Unity 4.0.0f7
     
  45. ismoon1

    ismoon1

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    Sorry.

    Errors appear only on the Web platform.

    Error message has been corrected.

    Updating. fxmaker 1.22.

    Please check for updates tomorrow.
     
  46. Tiny-Tree

    Tiny-Tree

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    HI is it possible to have some explanation about the prefabs with the script "NC billboard"?
    i dont find a way to activate the prefab animation like i do with particle using the bool "emit".
     
  47. Cripplette

    Cripplette

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    Sep 18, 2012
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    Hi ismoon.

    Your package looks very interesting. Is there any evaluation version of the package for free to test it before buying it ?
     
  48. codedellsaber

    codedellsaber

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    Jul 28, 2012
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    I updated to v1.25 using Unity 4.1.of2
    There is 2 Errors that pop out during compile for the Android Free version

    Assets/IGSoft_Resources/Scripts/NcEffect/NcParticleSystem.cs: error CS0117: 'NgSearialized' does not contain a definition for 'GetEllipsoidSize'



    Assets/IGSoft_Resources/Scripts/NcEffect/NcParticleSystem.cs: error CS0117: 'NgSearialized' does not contain a definition for 'SetEllipsoidSize'
     
  49. xikky

    xikky

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    Dec 11, 2012
    Posts:
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    When importing FXMaker to my Unity Project, the total size of the project increased significantly, more than 70MB! Is it possible to reduce this size? like for example, removing unwanted prefabs from the project. How would I do this exactly?
     
  50. xikky

    xikky

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    any help please?
     
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