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RageSpline - 2D Vector Graphics for Unity - v1.1 RELEASED

Discussion in 'Assets and Asset Store' started by keely, Jun 30, 2011.

  1. d3gator

    d3gator

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    Hi, is it possible to make something like this with RS? I need texture to follow the mesh.

    what i have now in RS:


    and what i need:
     
  2. p6r

    p6r

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    Very easy to create the background with RageSpline... Now I can code a little bit in javascript and I can make 2D games. :)
    The making of other levels is fast by stretching here and there the RageSpline prefabs.



    6R
     
  3. MaDDoX

    MaDDoX

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    There's already a function for that inside the RageSpline code, so it'd be quite trivial to add a button for it in its inspector. I'll look into it :)

    Alas, texture coordinates don't "deform" with point movement in RageSpline, that also affects RageTools Pro's "magnet" deformation component. I've talked to Keely about it some time ago and it is possible (yet far from trivial) to implement. Depending on how things evolve we might go for it.

    This is simply awesome 6R, congratulations! Any RageTools involved? :)
     
  4. p6r

    p6r

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    Thanks a lot MaDDoX...

    No Ragetools here !
    But I was very interested in your great Ragetools because of your great demos and the actual discount...
    Problem : I don't really understand all I can do (or not) with them because of my lack of knowledges in all of this (SVG import and so on !) and my bad english.
    And I certainly can't code nice things we can see on the demos. It means I could have these fantastic tools (+ great features to come) but I couldn't use them !?! Very frustrating !!!

    6R
     
  5. d3gator

    d3gator

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    hi, thanks.
    I actually find a solution



    here is my settings, i used textured outline, and it is pretty good for me

     
  6. d3gator

    d3gator

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    But i have another problem.
    I want to use Physycs Boxed collider type, but when I'm rotating object the colliders rotates in some way


    And also when i use automatic spline points generation I'm getting double box colliders for initial state and for generated spline state
     
  7. MaDDoX

    MaDDoX

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    Yeah, how could I forget about outline texturing? Anyways, what you mention seems to be a bug, I'll check it later.

    Thanks for the kind words p6r, but you got me curious here - what made you think you have to code to use RageTools? :) Actually I haven't used a single custom script for those demos, it's all pure RageTools (drag-and-drop, set settings, click button, etc) and some default Unity components like mouse look, etc.
     
  8. p6r

    p6r

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    As I told you : My bad english !!! :)
    And because I'm not a pro...
    And it was too expensvie for a newbie like me...
    Now with your words and the actual prize I can try to understand better what to do or not.
    I will look at your big video to learn more...
    Thanks,
    6R
     
  9. tino

    tino

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    Oct 18, 2010
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    Hi keely,

    Will RageSpline work with Unity4?

    If not, how will that effect RageTools? //maybe MaDDoX should answer this question..

    Thanks, Tino.
     
  10. keely

    keely

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    Yes :)
     
  11. MaDDoX

    MaDDoX

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    Actually I wouldn't be able to answer that, but ya know... Keely works in Unity - thus I'm glad he did ;)

    I have a big announcement for RageSpline tomorrow btw - something I'm sure you guys will love. Keep tuned!
     
  12. MaDDoX

    MaDDoX

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    As you might know RageSpline’s creator Juha Kiili has been hired by Unity, so our loved RageSpline has been left in a limbo for some time. Fear not though, Kiili deeply wanted his creation to live and prosper, so in the largest Asset Store negotiation ever (okay, the only one so far, according to the Unity guys :p) we have acquired the product ownership from him. “We” means Freakow, RageTools creators and former code contributors to RageSpline. As such the product is back into active development (yay!), and as a bonus the RageSpline price has been reduced to $55 so it’s easier than ever to take advantage of real vector technology right inside Unity. Enjoy!

    PS.: Website updated, bear with us as we polish up all the awesome new features we've cooked up for the next RageSpline release ;)
     
  13. IcyPeak

    IcyPeak

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    Looking good :), glad to see RageSpline picked back up!
     
  14. amasinton

    amasinton

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    Hi MaDDoX and everyone else,

    I'm using RageSpline with RageTools (including Pro) to build a street map interface for an iOS tourist app.

    I've drawn the map and imported it via RageTools' SVG importer. Works fantastic.

    Now, the main problem I have is that it's far too slow (probably unsurprising). The city itself is quite small (York, England, see attached image) and I have around 215 individual <path> objects in my scene composing around 4500 verts. I've got Edgetune on, as I want it to stay crisp as I scale the map in and out. It's set very very low (Density of 1). This works fine.

    However, I thought that if I had fewer <path> objects that I could get some speed improvements, so I produced a version of the map in which about 200 of my individual paths are combined into one. It imports and displays fine, but the zooming framerate drops to almost nothing. However, when I go back into the version of my map using hundreds of paths, it zooms fine.

    So, I'd still like to speed it up. When I load the scene with the map it takes 5-6 seconds on an iPhone 4.

    What matters most for speed - number of paths, number of vertices, or something else entirely. I've not quite got my head around RageSpline and the RageTools.

    Thanks!

    -- Anthony
     

    Attached Files:

  15. Crazy Robot

    Crazy Robot

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    I'm looking to use this along with RageTools and RageTools Pro for my next mobile game. The game would be created entirely with these tools.

    How is the performance on mobile devices?

    Thanks,
     
  16. MESBill

    MESBill

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    Hi Crazy Robot,

    I just got onto these forums, hope I am not intruding :D

    I have released a couple of games on Android made with RageSpline and PlayMaker, and some minimal use of RageTools.

    1 - Impact Jumper - This one is heavily influenced by RageSpline's RageBox game, but has a different gameplay mechanic to it. This game is more processor intensive as there are more physics stuff in, with screen scrolling and such.

    2 - Impact Basketball - This one went from idea to being published to the market in 4 hours. This game is a single screen game, less impact (pun unintended) to the phone power.

    Do note that I am totally new with Unity, and the games were surely not optimised in any way. Plus the games do lack much polishing and some TLC. But at least the games are out there :D

    I am running both games fine on an ancient LG P500 Optimus One device with 600Mhz processor.

    I've had someone report issue with the basketball game on a Galaxy Nexus with Jellybean 4.1, but without having such a device, I cant tell what the problem really is :(

    Hope the above helps with your assessment of the tools.

    Plus Breno does provide pretty solid support!

    Cheers!
    -Bill
     
  17. Crazy Robot

    Crazy Robot

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    WOW!! Thanks Bill, I really appreciate the info. I got the tools but when I import an illustrator asset with lots of detail and color, the vert are just huge and even the editor is way bogged down. Is there a trick to importing?

    Thanks,
     
  18. MaDDoX

    MaDDoX

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    Amasinton, I think this is a learning experience for all of us. For instance, when preparing art for SVG importing, I personally used to think the best approach was reducing the point count as much as possible, and let the density/vertex count settings (or edgetune) take care of the rest. Many tests later, I've learned that for most shapes it's best to have a bit more points along curves to better counterbalance the straight lines. The reason is simple, segments (linear or curved) will be split equally. There's an 'optimize' option in RageSpline (which prevents linear segments from being split at all), but it causes many problems with the dynamic RageTools components, so we generally disencourage its usage.

    Back to the point, for mobile devices I'd recommend you reduce your polygon count as much as possible and try to keep your separate parts limited to 300 vertices, so Unity's dynamic batching works. This might request you to separate your art in many multiple parts, but it's always good to carry out some tests to know how much splitting is enough.

    Other than that, stay tuned for the next Edgetune version, we're constantly improving it and the recent additions provided for a big buff - you can now define how much the shape can change in (visible) size before edgetune kicks in.

    Thanks Bill, I try my best :)
     
  19. MESBill

    MESBill

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    Actually I too have not been able to successfully import SVG files in. There was a simple-ish image of a cat that I wanted to import in, but the parts ended up all over. After playing in Inkscape, randomly trying stuff here and there, I did manage to get it in, though one of its eye was way off.

    For my games, I manually drew the game in via RageSpline.

    I will explore this later on though, but if Breno could come up with some simple steps/tutorial on how to do this, would be great. I am no artist, am a programmer, so this is all new territory for me, and any help would be much welcomed :)


    Cheers!
    -Bill
     
  20. MaDDoX

    MaDDoX

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    It sounds like you have a non-proportional matrix transform in your file, which SVG-In doesn't support. Have you checked my 'SVG-In Tips' videos on youtube? It's on the RageTools channel, and has many tips on how to work around these issues.

    If you still can't make it work, just send your SVG file to me (contact [at] freakow.com) and I'll check it out ok? Cheers!
     
  21. MESBill

    MESBill

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    Thanks Breno... will check the tutorials out first, and if I am really stuck, I'll send the SVG over. Better to learn to fish I say :D
     
  22. Crazy Robot

    Crazy Robot

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    Hello,

    I'm really struggling with the number of tris/polys that get created when importing an Svg from illustrator. as a test I created a new file in illustrator, then made two rectangles, one inside of the other one. In illustrator it has 8 points, when I import it into Unity using RageSvgin the object get over 1000 tris.

    Not sure how to optimize the rectangle in illustrator.

    Can someone give me a hint?

    Thanks so much,
     
  23. MaDDoX

    MaDDoX

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    Hi Crazy Robot. All you should need to do is, before clicking the "Import" button, set the density / max values to 1. After import you can also select each rectangle and set their vertex count to 1, that'll automatically re-set it to the minimum possible value, in your case four. Another approach is to add a RageGroup at the root object (the one with SVG-In), enable tweak, disable "multiply" (so it becomes absolute) and set the density value to 1.

    Sorry for taking long to reply, I guess my thread alert setting is wrong. In the future just drop an e-mail to contact [at] freakow.com, I do my best to reply e-mail support requests as fast as possible.
     
  24. MaDDoX

    MaDDoX

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    RageSpline 1.5 beta e-mails sent!
    If you think you should be in it and have some relevant project that you want to test its compatibility with, we want you: please send an e-mail to contact [at] freakow.com with your project link or screenshot.

    Follows the changelog:
     
  25. jeffweber

    jeffweber

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    First, thanks for implementing the boolean to lock vertex count to physics spint count.

    Could you elaborate on this:

    Is this optional? I'm currently using PhysX for everything in my game and would prefer not to mix-in Farseer... seems that would just add complexity.

    -Jeff
     
  26. MaDDoX

    MaDDoX

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    Hi Jeff. I have to admit that has a slightly funny shade considering you created the original Farseer, but I totally understand what you mean - when projects are well under way changing parts become a huge hassle and can have devastating side effects. Fear not though, it's just another option on the physics drop down list, considering RageSplines can "co-exist" in the 3D space with other 3D objects and z-order correctly, it would make no sense to remove the original options. Depending on what you're doing Physx might have noticeably better performance too, considering it's low-level optimized and integrated.

    BTW, I didn't have your e-mail but just found it on your website. I'll send you a RS 1.5 beta e-mail so you can test it for yourself and hopefully provide some feedback. I'd be honored to have your opinion on how things are shaping up so far :)
     
    Last edited: Oct 1, 2012
  27. jeffweber

    jeffweber

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    Ok, sounds good. Yeah, Farseer in Unity is cool, but PhysX has been great for my project so far and I'm near the end so I don't want to mess with anything too much.

    Sure send a build and I'll try it out... warning though I work on my game very part time so it may take a while for me to give any good feedback. Will do my best though.

    -Jeff
     
  28. jeffweber

    jeffweber

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    Another feature request.

    Is it possible to display the number of triangles for a RageSpline in the inspector? I understand dynamic batching will only occur if your poly's are less than around 300. I'd really love to know how close to that my RageSplines are as I'm creating them.

    Or is there some reliable way to calculate that off the vertex count? It's not as simple as vertexCount/3 is it? I assume many of the vertices are shared?

    -Jeff
     
  29. MaDDoX

    MaDDoX

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    Hi Jeff. That's a quite reasonable request, according to this topic all that's needed is get the triangle's list count and divide it by three. That's a slow operation though, so you gotta use it judiciously. I'll see if we can add it for next RageSpline's version.

    Edit: Just added it. It was a 5 min job, I couldn't resist doing it right away ;) While I was there, I also grouped display options and physics options in expansible foldouts, to clean up the editor.

    PS.: For the record, Mauro from Forma.8 tried the new RageSpline 1.5 beta yesterday and had only minimal problems with it, which's great news :)
     
    Last edited: Oct 3, 2012
  30. helioxfilm

    helioxfilm

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    Do you have a roadmap for these three plugins? Just a rough one, to see where are you taking us...

    As I was playing Bad Piggies I was wondering wheter any of your product was used in there or could be used in that game...
     
  31. MaDDoX

    MaDDoX

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    RageSpline is just about to go to the app store, I just want to get a hang of one of our developers (which has been ultra-busy in the last couple weeks) to review one issue with the new 3D mode. We'd do it yesterday but unfortunately he had to reformat his machine, yet hopefully today we'll be able to wrap this up. From there on is RageTools + RageTools Pro beta time, it shouldn't take more than one week or so to get they ready to send to the Asset Store as well.

    I can't know for sure but by the "looks" of the contours I'm quite confident to say they've used bitmaps. Ya know, it's not as if a mega-rich company like Rovio has a problem to afford re-creating or re-dimensioning its bitmap graphics for any possible resolution. For the other 99.99% of us... :)
     
  32. OwMySpleen

    OwMySpleen

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    Hello!

    I'm new to the realm of 2D inside Unity. I'm going to being my prototype of my 2D game very soon and I was wondering what is the best method for creating a large 2d level?

    Here is a silhouette of one of the levels I wish to recreate in Unity:



    What would the best method (in terms of most effective) be using RageSpline (Tools / Pro) be?

    Create one giant spline for you outer walls? Or cut them up to smaller segments?

    Further down the line these walls might be animated (Organic like) using the features from Pro tools. So with that in mind what would you guys suggest?

    P.S The game would be for iOS.

    Thanks in advance!
     
  33. damdai

    damdai

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    Oct 4, 2012
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    Couldn't find anything related to this, but does anyone know of a problem when applying styles, after about the 3rd or 4th object that you apply the style to, all other objects that have that style become all messed up (points and curves go crazy)?
     
  34. armen

    armen

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    Oct 5, 2012
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    Hi All.
    Thanks for the such a great tool.
    Im using ragespline as dynamic blob based on your simple runtime editor code.
    I have a simple ball on top of it and when i mouse drag to blob( ragespline), it changes the shape and ball reacts to physics.
    The problem is that when i drag fast, ball goes inside the blob.
    Any idea how i can improve the physics or maybe have to manually check the intersection of ball ragespline? if so, how?

    thanks again.
     
  35. MaDDoX

    MaDDoX

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    Hi OwMySpleen! So, first and foremost, please read this thread on how the guys behind the amazing Forma.8 are using RageSpline to create the game's levels: http://forums.tigsource.com/index.php?topic=26194.15
    So, it really depends on what you're building, if the level design is fixed (my personal favorite) you can either have one huge spline or many not-so-huge tiled ones. For later use with RageTools Pro I definitely recommend having more separate parts tiled together, it also helps to improve performance with Unity's polygon culling system.

    Hi damdai. We have seen some weird behaviors with the styling system, Keely also told me it was a bad approach and that it's best to simply use prefabs which now have style overriding. I haven't personally seen the system corrupt things that badly, maybe you could send me a unity project showing the issue? For the record we have a completely new standalone styler panel to take over this old system for a future release, it's just not a huge priority since there are many workarounds like I've mentioned. If you found a grave bug we'll fix it, no worries.

    Typical Physx problem I'd say, not exactly on RageSpline's turf. I recommend you check out some forum threads here on how to minimize PhysX interpenetration issues.

    I'm glad to say that we've just (yesterday) fixed all remaining RageSpline 1.5 issues, it's finally ready for prime time. For you and many others it means you'll soon have access to built-in Farseer 2D Physics integration and much more reliable physics. This is an early version so it does have some shortcomings (for instance, it doesn't update colliders in play by default) but that can be done programatically so it might work well for you.
     
  36. Reno

    Reno

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    Nov 5, 2012
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    Hi,

    I have a strange flickering outline at the top left of my RageSplines. I tried all different settings / shaders and cant solve this problem.

    It looks like some kind of z-sorting because it appears / disappears from frame to frame. And if i switch to SceenView and rotate the camera the whole outline is some kind of flickering like i saw it at other z-sorting errors.

    In the Wireframe Screenshot below you can see that it is always the first quad in the top-left that causes the problems.

    Have you any clue how to solve the problem?


    Problem in Game View:


    Problem in SceenView with activated Wireframe
     
  37. MaDDoX

    MaDDoX

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    Let me guess, is your camera set to perspective or it's in ortho with a non-flat angle (ie. front, side, top)? RageSpline 1.1 doesn't support this, resulting in z-sorting problems. RageSpline 1.5 has a new "3D mode" setting that works fine in perspective and non-flat ortho cameras.

    If that's not the case, what happens if you remove and add a new point at this specific segment?
     
  38. Reno

    Reno

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    Yes we use a perspective camera and the problem still exists when we alter the spline.

    I sent you a pm with further details and begging for beta^^
     
  39. rob_b30

    rob_b30

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    Aug 3, 2009
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    HI

    I seem to be having a problem with Rage Farseer and Ragespline

    Ragespline does not have the option in the physics dropdown box for farseer. The ragefarseer docs say it should be there.
    I have ragespline 1.5
    Unity 4 Beta - Free version

    Any ideas?
    rob
     
  40. rob_b30

    rob_b30

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    hmmm, maybe I dont have 1.5. I have download the latest version from the asset store, whichit claims is 1.5. but none of the documented extra functionality is there. for instance I can't find the manual refresh button.

    does anyone have any ideas?

    rob
     
  41. PixelEnvision

    PixelEnvision

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  42. MaDDoX

    MaDDoX

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    Now with the Unity 4.0 release chances are high that they've worked out their Asset Store issues. Anyways, starting tomorrow we'll re-send the package to the Asset Store (with the minor updates to remove the Unity 4 warnings) and provide users a direct FTP download link. More info tomorrow.
     
  43. cAyouMontreal

    cAyouMontreal

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    Hi,
    I'm trying to use RageTools/RageSpline with NGUI.
    It works pretty much great, but I have some troubles when I try to use some soft clips shader.
    In NGUI, you can use on Panels a soft clip, that allows you to have a fade out for your list. If I change the shaders of the ragespline object, It disappears.
    How can I use this?
    Tell me if you want me to post the shader that I'm using.

    Thank you !
     
  44. vargonian

    vargonian

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    Sep 3, 2011
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    I'm sorry if this question has been answered somewhere in the previous 42 pages. :p I could not find it.

    It's very easy to create and manipulate shapes in RageSpline through the editor, but is there a way, through the editor, to be explicit about size and position of objects? I know this is a deceptively complex question; I imagine it would involve manipulating the coordinates of individual control points of the spline, which isn't possible in the Unity Editor for RageSpline as far as I know. Am I correct about this? In other words, is there no way to be precise about where the control points lie, via the editor? Right now I have to drag points "until they feel right" but that's not going to work for all of the objects in my game, some of which need to be exact.
     
  45. Lttldude

    Lttldude

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  46. tiggus

    tiggus

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    Hello,

    I just purchased the ragespline/tools suite and was wondering if I could toss out a quick question while I plow my way through the youtube tutorials. One of the games I am working on involves digging through the landscape and I had originally envisioned using a tilemap of sprites in something like 2dTK for it, but curious if there is a way to make ragespline work in that scenario instead. (picture a miner digging tunnels in solid rock) I'm guessing I can tile splines in the same manner but just want to make sure not missing something where I could actually just deform one large rock spline instead and bypass tiling altogether.

    The other project is a topdown RPG and I can already see tons of uses for ragespline in that but I have questions as to how large of a background spline is feasible?

    Thanks!
     
    Last edited: Dec 31, 2012
  47. bngames

    bngames

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    Jul 3, 2012
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    I can't download the package anymore from the Asset Store or load the package from ~/Library/Unity/Asset Store, and its only RageSpline :(

    I've email Unity support but no reply yet!

    Do you know what it could be?

     
  48. X-BullDog

    X-BullDog

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    Dec 26, 2012
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    Hi People!
    I need help with RageSpline.

    My Problem:
    I wanted to switch the level when the Points from the Prefabs
    on the right Position are, or the Form is 1/1 to the script.
    How I can make this script?


    Thanks

    Sry for my bad english :p
     
  49. MaDDoX

    MaDDoX

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    Cayou, your best bet is to edit the RageSpline shader to achieve the effect you want. I'm not a shader expert so I'm afraid I won't be able to help you much on this front.

    What Lttledude said. It's not so obvious, but if you enable the snap settings you'll be able to set the points coordinates directly.

    While panning a camera around multiple game objects, Unity (even Free) applies Frustum culling, assuring it doesn't render shapes not viewable by the camera. Unity Pro does a second level of optimization where it doesn't render objects completely hidden by others. In your case Frustum culling will work just fine if you slice your background in multiple pieces, which will be treated as separate game objects. I show a way to do that with Inkscape in the second part of our newest 'Textured Vector Shapes' tutorial, you might want to check it out:
    http://www.youtube.com/watch?v=xM1xDgV2NpE

    This is the Asset Store refusing to update the package for more than a month now. You can download an external patch, with instructions, at ragespline.com. I'll try contacting Caitlyn again to see if they have any fix on their side for the situation.

    Sorry X-BullDog, I really can't understand you here. If you're trying to move points directly in the prefab, I don't think that's possible. Try to instantiate it first, tweak the points and then 'apply' it to the prefab with code.
     
  50. DavidC02

    DavidC02

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    Jul 19, 2011
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    Is Uphill Rage no longer included on the package?