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Power GIF (Animated images in Unity)

Discussion in 'Assets and Asset Store' started by hippogames, Jul 10, 2018.

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Would you try it?

  1. Definitely

    77.8%
  2. Maybe

    11.1%
  3. No

    11.1%
  1. hippogames

    hippogames

    Joined:
    Feb 5, 2015
    Posts:
    232
    Hi! Power GIF is a pure implementation of GIF based on GIF89a Specification.

    Large.png

    Power GIF on the Asset Store: https://assetstore.unity.com/packages/tools/animation/power-gif-120039
    Power GIF Free on the Asset Store: https://assetstore.unity.com/packages/tools/animation/power-gif-free-121731

    Features:
    • Decoding GIF
    • Encoding GIF
    • Encoding/decoding iterators for displaying progress bar
    • Parallel encoding/decoding with threads
    • GIF preview
    • Clean and simple C# code
    • Unity 5, 2017, 2018 support
    • Unity uGUI
    • Any platform (Standalone, Android, iOS, WebGL)
    There are 3 levels of usage difficulty:
    1. SIMPLE. Simple decode/encode operations. Simple call, simple result. But Unity may freeze on large files.
    2. ADVANCED. Encoding/decoding with iterators allowing you to display a progress bar. It’s recommended for large files.
    3. REACTIVE. Parallel encoding/decoding with threads allow you to greatly speed up a performance. As far as I know, no other plugins offer this feature.
    It also contains AnimatedImage component for displaying GIF images as a frame sequience.

    Originally, I've created Power GIF for processing GIF files in my mobile app Pixel Studio that was made with Unity 2018. You can test this lib in this app: https://play.google.com/store/apps/details?id=com.PixelStudio

    Support:
     
    Last edited: Jul 24, 2018
  2. hippogames

    hippogames

    Joined:
    Feb 5, 2015
    Posts:
    232
  3. DORNE

    DORNE

    Joined:
    Jul 4, 2017
    Posts:
    10
    Hi, Can I use powerGif on Ios ?
     
  4. Zee-Play

    Zee-Play

    Joined:
    Jun 13, 2015
    Posts:
    16
    Hi, I'm testing the free version right now. We need to use it to capture small portions of the screen into gif's. There is one issue however, when trying to record the captured Texture2D's
    Code (CSharp):
    1. Exception: Frame #0 contains more than 256 colors!
    Is there some option I forgot to enable or do I need to manually reduce color count in each texture?
     
  5. Blarp

    Blarp

    Joined:
    May 13, 2014
    Posts:
    269
    same issue (paid plugin)
     
  6. hippogames

    hippogames

    Joined:
    Feb 5, 2015
    Posts:
    232
    Hi, you should apply a master palette or quantize input images.