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[Out now!] PortalKit Pro- Seamless portals (Fully VR and Mobile supported)

Discussion in 'Assets and Asset Store' started by I_Cudlitz, Dec 11, 2016.

  1. tobaccoblonde

    tobaccoblonde

    Joined:
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    Posts:
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    i made a build, and this is what happens.

    Screen Shot 2017-04-19 at 2.09.37 AM.png

    if it helps i'm on a MacBook from 2015, OS Sierra.
     
  2. auhfel

    auhfel

    Joined:
    Jul 5, 2015
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    Great asset so far! Some questions though--

    On occasion I seem to collide with something when I pass through the portals -- this keeps it from being 100% seamless. I think it might be just when I'm moving through them at high-speed -- any thoughts?

    And, is there an ETA on portal recursions? The black replacement material at the moment is a pretty jarring effect -- if I could recurse even just 1 time, it would drastically reduce the jarring factor.

    Other notes -- Portal cameras seem to ignore global fog set in the Lighting window. Trails don't properly make it through the portal, if you portal from one side of the room to the other, the trail will draw the entire length.

    It took a bit but I got a nice way to make a third person camera fly through the portal correctly while still lerping. I parented the player to the camera, cached the camera's local position on start, and then lerped the camera's local position to the cached local position + a new vector 3 (I used the Rigidbody velocity as an offset here) and the effect comes out sorta nice.
     
  3. I_Cudlitz

    I_Cudlitz

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    Heyo! If you wouldn't mind contacting me at support@skstudios.zendesk.com with all the details of your build, I can get to helping you right away. I don't check this thread very often but I do actively monitor the support emails.
    It looks like you might have an issue with your UV settings- Try checking the "My portals are upsidown" tickbox on your GlobalPortalSettings prefab. Let me know if that fixes it for ya!



    Portal recursions are soonish. They actually work now.... mostly. They are imperfect. If you want to force it, go to your GloobalPortalSettings script and set recursionNumber to a higher value. Currently only portal pairs can recurse, to avoid polynomial complexity rendering. I'm not sure why you would collide with anything while entering a portal, but if high speeds are an issue then try increasing the PortalTrigger's size on your portal prefab.

    I'm not sure about the Global Fog issue or what could cause it, but I'm looking into it now. If you're using deferred rendering, then ensure that the Portal's cameras are also rendering in deferred on the prefab.

    Finally, for the third person camera control, I would recommend looking into an animation curve for the movement, controlled by distance to the portal- That, or a simple script to make the camera look at the player and then pull in closely. You can make it inherit from TeleportableScript to get info on portals that any teleportable object is close to.

    If you have any other questions or concerns, please e-mail me at support@skstudios.zendesk.com. I'll respond significantly faster than I will here.
     
  4. wanglibin

    wanglibin

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    Nov 13, 2016
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    I want its unity scene without VR ,could you please release it,it will be really helpful.
     
  5. I_Cudlitz

    I_Cudlitz

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    Sorry- I don't actually own the rights to sell the assets shown in the video, so I can't include it in the package.
     
  6. I_Cudlitz

    I_Cudlitz

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  7. KamiKaze425

    KamiKaze425

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    So I updated the plugin recently, and it seems like the teleport aspect of going through the portals is no longer working (even in any of the demo scenes). Any information on this?
     
  8. I_Cudlitz

    I_Cudlitz

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    Forgot to update in the thread, but I sent you an email with a patch for your specific issue :)
    (this next patch streamlines the hell out of the import process, and makes custom layers so much easier. yay!)
     
  9. fith

    fith

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    Oct 23, 2012
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    1
    Hi,

    Recent purchaser.
    I'm having a little trouble with (I think) the portal shader.

    I'm using the default portal prefabs and the camera from the demo scene (with a few additional components).

    The mesh on the default portals is a "Quad", but what it looks like I'm getting in the scene is a cube that's black on the outside with the portal rendering on the inside (If I move the camera inside the portal I can see through it).

    It's a little hard to explain, so I made a little video:
    https://gfycat.com/PlasticPessimisticArgali

    The portal is the black rectangle, and then I move the camera through it and you get a glimpse of what should be through the portal.

    This happens both in the Unity editor (5.6.2) and on iOS (11). I'm using the Unity ARKit asset, which (I believe) requires Metal, but I've also included OpenGLES 2 and 3 in player settings… not sure if that matters, but thought it might since it seems like a shader / masking issue. (I've tried with an without portal masks, and tried different masks.)

    Any suggestions?

    Thanks in advance!
     
  10. I_Cudlitz

    I_Cudlitz

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    Hey there! I just responded to your support ticket (I only check here like once every couple of weeks, since questions about the asset seem to have died down, and I think that your problem was related to you setting up your cameras- It's an easy step to miss in the documentation if you're in a hurry to get it working and see how cool it looks ^^
     
  11. buttmatrix

    buttmatrix

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    Mar 23, 2015
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    @MCudlitz Very interested in this asset for a VR project, but before I pull the trigger, can you confirm a few things?
    1. Working in 2017.1?
    2. Working in 2017.1 with SPSR?
    3. Plays nicely with other image effects?
    4. Works in forward path with MSAA?
    5. Shadows (realtime or baked)?
    6. Transparency?
    7. Reflections / reflection probes?
    There seems to be inconsistent lighting data on either side of a portal. You can see this in the attached screenshot:

    Screenshot (656).png
     
    Last edited: Jul 24, 2017
  12. buttmatrix

    buttmatrix

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    Almost a week, no response?
     
  13. I_Cudlitz

    I_Cudlitz

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    I apologize, I don't check the thread very often.
    Lights do not bake through portals, but if the portals are static this can easily be faked by duplicating the light on the other side of the portal with correct setup.
    Similarly, dynamic lights do not shine through portals. With that being said, lights on Teleportable objects will shine through as long as those objects are within the detection area of the portal.
    Transparency, reflection, and reflection probes all work when viewed through the portals as well as within the portal's custom surface shader. Seamless passthrough may be implemented via an inbuilt modified surf shader, or easily incorporated into any other shader. It does work on the forward path, and as far as I have seen most image effects work well.
    It is working in 2017, although I do not know what SPSR is.
     
    buttmatrix likes this.
  14. I_Cudlitz

    I_Cudlitz

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    The most recent version of the asset has a bug for many users with VR support. If you are experiencing this, please submit a support ticket via the support email link on the asset page and I will send you the patch. The unity asset store takes several days to approve updates.
     
  15. buttmatrix

    buttmatrix

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    Thank you for all your advice! SPSR - single pass stereo rendering
     
  16. BigB

    BigB

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    Hey everyone,

    I don't know if this has been asked before.

    1. Can this be used with Deferred rendering ? (afaik stencil masking can only be used in forward).
     
  17. pushingpandas

    pushingpandas

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    VR bug repaired?
     
  18. I_Cudlitz

    I_Cudlitz

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    Ah. I actually haven't had the chance to use SPSR on 2017.1 yet, although it does indeed work with 5.5 and 5.6, last I tested. I can't test it now, but I will when I get back in front of my dev station. If you purchase the asset and discover that it has any sort of incompatibility with your version of Unity or your hardware, I would be happy to issue a refund :)

    Yep :)

    Indeed it does. It's not using a true 'Stencil' due to VR limitations, it uses a custom implementation of something that behaves exactly like a scissor test. The asset does not utilize the stencil buffer whatsoever.
     
  19. mimminito

    mimminito

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    Does this work with ARKit?
     
  20. I_Cudlitz

    I_Cudlitz

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    I've had some users use ARKit with success, although I'm not sure exactly what their setup was. It should work, the only possible issue would be performance issues.
     
    mimminito likes this.
  21. tapawafo

    tapawafo

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    Jul 25, 2016
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    Sorry if this has been asked, I couldn't find it; is it possible to move the portals while active? I.e., moving one portal while leaving the other stationary. I'm interested only in the visual aspects in this case. Is this possible?

    Thanks.
     
  22. I_Cudlitz

    I_Cudlitz

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    Indeed it is :) The portals do not need to remain stationary.
     
    tapawafo and hopeful like this.
  23. pushingpandas

    pushingpandas

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    Do you think its compatible with Adventure Creator Asset?
     
  24. I_Cudlitz

    I_Cudlitz

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    The Adventure Creator Asset seems to be 2d, so probably not. However, if it does use 3d, it should work.

    With that being said, there is something to keep in mind that I would ask all purchasers of the asset to remember: This is a general solution, not a fix-all perfect solution for all applications. If you are trying to do anything more than the basic physics object / first-person rig / [insert default or super common application here] with the portals, you will likely have to do a little bit of work. Thankfully, with the documentation, this shouldn't be too hard- But do expect to do work when having it integrate with other systems that don't use relative positioning.
     
  25. I_Cudlitz

    I_Cudlitz

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    Quick bugfix note:
    If you are experiencing issues with Unity importing the asset due to "RenderStructs" and others being multiply-defined, read on. Otherwise, don't worry :)

    In newer versions of Unity, it would appear that the engine developers have broken asset import flags for Libraries marked as "All platforms" with "Excluded platforms" checked. Due to this, please do the following:
    Edit the import settings for these three assemblies

    to be the following:

    Doing so should fix the import problems immediately.
     
  26. Elin42

    Elin42

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    Oct 21, 2014
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    22
    Hi,
    i bought the asset yesterday during the sale, after i read , that it supports VRTK.
    I testet it on the Vive in my Company and it just works great.
    Perfekt for a Portal VR mini Game.... The Problem: I own a oculus rift at home for VR development and it doesn't work very well.
    Of couse can i use steam VR with the rift, but when i develop with the rift, i also want to use all of its controller features.

    Is there any future plan, maybe in cooperation with thestonefox from VRTK, to integrate other VR devices?
    Some else i don't have any usecase for your asset.
     
  27. hakankaraduman

    hakankaraduman

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    I'm also a rift developer, though a newbie. I wanted to ask which Touch features you refer to as "i also want to use all of its controller features"? I mean which of them you can't use with this package or vrtk?
     
  28. Pauloxande

    Pauloxande

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    Feb 8, 2014
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    110
    Here you are giving the following errors
     

    Attached Files:

  29. I_Cudlitz

    I_Cudlitz

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    Ah, sorry, I don't entirely understand the question. VRTK supports all Virtual Reality platforms, but you do need to set them up first. https://vrtoolkit.readme.io/docs/getting-started
     
  30. I_Cudlitz

    I_Cudlitz

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    That's a fairly strange issue- Could you please try deleting the SKSTudios folder, then re-installing the asset? It seems like that might have been caused by updating without first deleting the asset files.
     
  31. I_Cudlitz

    I_Cudlitz

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  32. Jakub_Machowski

    Jakub_Machowski

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    Mar 19, 2013
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    I installed your plugin and now I have this when hiting play, have no portas on scene nothing

    NullReferenceException: (null)
    UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs, UnityEngine.Object context) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:87)
    UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:193)
    UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:185)
    UnityEditor.MaterialEditor.OnEnable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/MaterialEditor.cs:1776)

    Please help
     
  33. I_Cudlitz

    I_Cudlitz

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    I've followed up with you in PM, but for anyone experiencing anything similar please delete the asset folder (SKStudios) and re-install the asset. This is an internal Unity error.
     
  34. tapawafo

    tapawafo

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    Jul 25, 2016
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    170
    Seems like the documentation page is down?
     
  35. I_Cudlitz

    I_Cudlitz

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    Thanks for pointing that out! It should be back online shortly.
     
    tapawafo likes this.
  36. Pauloxande

    Pauloxande

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    Feb 8, 2014
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    There is a conflict between PortalKit Pro and Mobile Optmizer if both are in the same project
    was the problem that was happening in the above scripts
     
  37. lo-94

    lo-94

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    Nov 1, 2013
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    Just curious, is there any way to get portalkit rendering properly with something like Volumetric Fog & Mist or HX Volumetric Lighting? I haven't been able to find a workaround to get something like that working

    Also getting issues with falling through floors when I go near a portal
     
    Last edited: Dec 6, 2017
  38. I_Cudlitz

    I_Cudlitz

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    What in particular about those assets doesn't work?
    Also, that's not good. Could you please file a support ticket so I can help you out and fix the problem?
     
  39. I_Cudlitz

    I_Cudlitz

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    Actually, speak of the devil, while trying to replicate the issue I was able to find and fix it.
    If you're having trouble with falling through the floor while being near portals (specifically with terrain or large combined wall/floor colliders), then install this package:
    -Outdated, update is on store. Please update the asset.-
     
    Last edited: Dec 24, 2017
  40. I_Cudlitz

    I_Cudlitz

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    Just a quick update. Some build targets are having trouble importing the asset. If you are, please update to the newest version of portalkit pro and install this patch:
    -Outdated, update is on store. Please update the asset.-
     
    Last edited: Dec 24, 2017
  41. lo-94

    lo-94

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    The assets require a script attached to the camera, so if there's fog floating on the floor from these, it isn't rendering in the portal because the cameras portal pro spawns do not have the proper scripts attached to it
     
  42. DrInternet

    DrInternet

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    Apr 6, 2014
    Posts:
    103
    Hello, I have a problem with running Portal Kit Pro with Oculus:
    1. I have created new project and imported PKP, ran setup, chose VR buitl, installed VRTK
    2. I have opend VRDemoScene
    3. I have downloaded oculus sdk, added ovrplayercontroller to sdksetups, added vrtk sdk setup component, changed mode to Oculus (rift), added newly created setup to the vrtk_sdk manager
    4. After running the project view in game window is fine, but image inside HMD is bugged: camera is placed at some random position and hourglass icon is present.
    5. Disabling one of portalspawner objects fixes the problem.

    Bug occurs in both Unity 5.6.4f1 and 2017.2.0f3. PKP version is 6.1.1

    EDIT: I have also unchecked PortalOnly and Portalplaceholder layer from left/center/right camera
    EDIT2: I tried using steamvr instead of oculus sdk. Result was similar but worse.
     
    Last edited: Dec 18, 2017
  43. I_Cudlitz

    I_Cudlitz

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    That's really strange. Could you possibly open a ticket and send your project?
    We're currently on Holiday, but we'll be able to look at it in the coming days.
     
  44. I_Cudlitz

    I_Cudlitz

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    I just realized that I never fully answered this question.
    Did you try editing the prefab that you're using on your portalSpawners? The asset allows you to customize the prefab however you like for purposes exactly like this :)
     
  45. HP

    HP

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    1. On first import of PortalKit Pro there is an error:

    NullReferenceException: Object reference not set to an instance of an object
    at SKStudios.Portals.GlobalPortalSettings.get_TimeInstalled () [0x00001] in E:\Projects\Games\Test\Assets\SKStudios\PortalKit Pro\Scripts\Internal\GlobalPortalSettings.cs:54
    at SKStudios.Portals.Editor.SetupUtility.OnProjectReload () [0x00011] in E:\Projects\Games\Test\Assets\SKStudios\PortalKit Pro\Editor\SetupUtility.cs:128

    (Filename: Assets/SKStudios/PortalKit Pro/Scripts/Internal/GlobalPortalSettings.cs Line: 54)


    2. The notifications panel of PortalKit Pro kills the background/box of the Unity3D game window stats panel.

    3. If a UMA generated avatar has attached the Portable script/component and the UMA race changes (Avatar rebuilds), the portal copy of the avatar is pink (shader/texture lost?). Before rebuilding the UMA avatar copy looks correct.
    And it throws an exception on enter the portal:
    Code (csharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object
    3. SKStudios.Portals.Teleportable+<FlashFix>c__Iterator2.MoveNext () (at Assets/SKStudios/PortalKit Pro/Scripts/Teleportable.cs:517)
    4. UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
    5. UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    6. SKStudios.Portals.Teleportable:Teleport(Portal, Portal) (at Assets/SKStudios/PortalKit Pro/Scripts/Teleportable.cs:505)
    7. SKStudios.Portals.Portal:TryTeleportTeleporable(Teleportable, Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/Portal.cs:439)
    8. SKStudios.Portals.Portal:E_OnTriggerStay(Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/Portal.cs:395)
    9. SKStudios.Portals.PortalTrigger:OnTriggerStay(Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/PortalTrigger.cs:24)


    But removing the Portable script/component on rebuild and apply a new after rebuild the avatar throws null reference exceptions and do heavy slow down the FPS.

    UMA on Asset Store: https://www.assetstore.unity3d.com/en/#!/content/35611
    The UMA forum thread: https://forum.unity.com/threads/uma-unity-multipurpose-avatar-on-the-asset-store.219175/
    The UMA project on GitHub: https://github.com/umasteeringgroup/UMA
     
    Last edited: Feb 28, 2018
  46. I_Cudlitz

    I_Cudlitz

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    Sorry, somehow I was never given a notification about this from the Unity forum.
    Is the issue persistent? If it is, please open a support ticket so I can help you as effectively as possible! I hate to see people having issues with something that I've worked this hard on... and nobody wants to bust cash on something that doesn't work.
     
  47. HP

    HP

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    Nov 20, 2012
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    How can I create a support ticket? Is there any Issue tracker for PortalKit Pro?

    Yes it is persistent with the newest version of PortalKit Pro 7.2, Unity 3D 2017.3.1p4 and UMA 2.7.0.

    The Unity stats panel ( https://docs.unity3d.com/Manual/RenderingStatistics.html ) has no black Background anymore after import PortalKit Pro and get it only back if I delete PortalKit Pro Plugin in my project.



    And with UMA ( https://www.assetstore.unity3d.com/en/#!/content/35611 ) it only works if the avatar was created once. But if I change the race of the avatar on runtime and UMA rebuilds the mesh and the textures for the avatar then the clone/copy in PortalKit Pro (mirror) is pink and deformed.
    The following error comes up if the Avatar crosses the portal of PortalKit Pro:
     
    Last edited: Apr 20, 2018
    Ascensi likes this.
  48. I_Cudlitz

    I_Cudlitz

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    You can send in a support ticket at support@skstudios.zendesk.com; It's listed on my publisher page on the asset store, but it's also possible to miss, so I'm terribly sorry for the confusion. There is not a public-facing bugtracker at the moment, largely due to having to rebuild the entire website after our old provider zonked out on us.
    I truly have no idea why the rendering statistics panel might react that way. We use custom UI styles, but they are entirely contained within the asset. I don't want to say that that one is on Unity, but it just well might be.

    The issue with UMA and the Teleportable is due to the way that Teleportables work; unfortunately, if you want to duplicate a component, a decent amount of reflection legwork has to get executed so all the work on constructing Teleportables is done at the beginning of run-time instead of continually updating. With that being said, I'm actually right in the middle of a small feature patch that includes a method to re-calculate the Teleportable data. If you send me a ticket and let me know that you're you, I can get that patch out to you as soon as it's done, rather than when Unity approves it.
     
  49. HP

    HP

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    Nov 20, 2012
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    I found the bug that removes the black background of the Unity3D stats panel in your code of "SKStudios/PortalKit Pro/Editor/Panels/SceneViewSettings.cs" on Line 81 - 85.

    You override the default Editor.skin.window Style:
    Code (CSharp):
    1.  
    2.                 windowStyle = GUI.skin.window;
    3.                 windowStyle.normal.background = null;
    4.                 windowStyle.border = new RectOffset(4, 4, 4, 4);
    5.                 windowStyle.margin = new RectOffset(0, 0, 0, 0);
    6.                 windowStyle.richText = true;
    7.  
    You can fix it by changing the line 81 to:
    Code (CSharp):
    1. windowStyle = GUIStyle(GUI.skin.window);
    I'm sure you know how to fix it, but I wrote this fix here in the forum if other users has the same problem and want to fix it by herself before an new update do it. After fixing this bug the Unity3D editor must be restarted to reload the default editor window gui style.

    Today I had much other work to do. But I write you a mail for a ticket tomorrow.
     
    Last edited: Apr 22, 2018
  50. I_Cudlitz

    I_Cudlitz

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    Posts:
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    Thank you very much. I still haven't received your email, but I will be pushing the update that fixes these issues either tonight or tomorrow. I was going to finish them sooner, but my GPU kicked the bucket so my desktop has been out of commission for a week.