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[Infinity Series] Gargoyle Pack PBR - Music/SoundFX/Concept Art/Mesh Morphing/Texture Customization

Discussion in 'Assets and Asset Store' started by infinitypbr, May 16, 2015.

  1. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,160

    Thank you. I didn't know the gargoyle textures were 4K originally, that's great to know. Thanks for providing those files and for the info. :)
     
    infinitypbr likes this.
  2. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    742
    Hello,

    I bought the Monster Pack 3 a while ago, looks totally great, thanks for these :)

    I just added the GargoyleHumanoid Demo prefab to my game and added my own KI script.

    I can set the Animation to Statue, and it already has that Stone-Looking texture, that's great.

    When I wake him up, can I set the Leather-looking texture from the Animation demo Video somehow?

    And if it is instantiated, it there a script already to randomize it's values already so each Gargoyle Looks a Little bit different?

    Same Questions for the Weeper, if it is not the same handling :)

    Thanks a lot! Great Looking Monsters are These, I cannot wait for them to bash my Player char :)
     
  3. infinitypbr

    infinitypbr

    Joined:
    Nov 28, 2012
    Posts:
    2,582
    Should be all the same. For randomization, the "SFB_Blend Shape Manager" script has a "random" function -- just call that when it's instantiated. Just set the min/max sliders to what you're comfortable with (the extremes can cause funky looks), and set the ones you want to randomize to "random".

    For transitioning from a stone texture to another, you've got two real choices. One, you can simply switch the texture out via code. It won't be a smooth transition though. An alternate of this, if you have any emissive cracks etc, you can blow out those values so the player sees a "flash", and in that moment, change it out, like it's a magic spell or something. Like the start of this:



    2nd option, if you get Shader Forge or amplify shader editor, (or use the new shader graph, which should be able to do this, I think), build a shader that has a slider value between two sets of input maps. Then you can just change that value over time to transition.
     
    Firlefanz73 likes this.
  4. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    742
    Thanks a lot for the Infos :)
     
    infinitypbr likes this.
  5. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    742
    Hello,

    I have successfully integrated the gargoyles and the Serpent warrions to my game. They are Looking great!

    But I have a Problem: When I am in a area including gargoyles, I hear them shouting all the time, starting once a second Maybe... and never stopping.

    In the SFB_Audiomanager I have put Breaking points to find the source and in all my Sound playing routines I found.
    They do not hit, except for some Wings and Walk Sounds.

    But if I put a breakpoint into SFB_Audiomanager.UpdateVolume this one hits and Shows me the playing Sound is "Garg_Vox_3" in there.

    From where is this Sound started? Why is it Always repeating? Maybe I did something wrong with my gargoyles, but I cannot find it, they fly and walk and beat up my Player...

    Thanks :)
     
  6. infinitypbr

    infinitypbr

    Joined:
    Nov 28, 2012
    Posts:
    2,582
    Off the top of my head, I'd check the animation (Idle?) events and see what's being called. You can delete the events there to remove the audio entirely.