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Realistic effects pack [Asset Store]

Discussion in 'Assets and Asset Store' started by kripto289, Apr 1, 2014.

  1. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    I not have issue number.
    On reddit got a lot of complaints (invalid AABB and IsFinite()) after the release of unity 5.3.1.
    So I think this is a known issue.
     
  2. Rinoa_Heartilly

    Rinoa_Heartilly

    Joined:
    Jun 26, 2014
    Posts:
    85
    when will there be a new effect pack kripto? I need more please :)
     
  3. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Pack of effects will be after 1-2 month. Right now i doing the pack of explosions :)

    fsdfdsf.png
     
  4. pinkraisons

    pinkraisons

    Joined:
    Jan 16, 2016
    Posts:
    3
    Hello,
    In Pack 2 with the web demo there is a fire like effect in the black trail. I can't seam to get that, all I get is a trail of black smoke with no orange. Do I have a setting wrong?
     
  5. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    You need activate "hdr" on camera and disable multisampling (because hdr not work with multisampling). edit->projectSettings->Quality->multisampling.
    If you want multisampling, you can use posteffect multisampling.
     
  6. DirtyHippy

    DirtyHippy

    Joined:
    Jul 17, 2012
    Posts:
    201
    Is there an easy way to get this to work in a linear color space? In deferred/linear I was getting colors not matching your original project, and I was able to replicate this by change the color space to linear.
     
  7. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Try to change some color (alpha) of materials for your linear space.
     
  8. Carmexx

    Carmexx

    Joined:
    Jul 29, 2014
    Posts:
    62
    Hi,

    Is there an option to adjust where a spell hits the target, when I cast a spell, it hits on the targets foot?

    thanks
     
  9. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Your target is "center" of gameObject. So you need change pivot point of object, or use offset like a
    Code (CSharp):
    1. target.transform += Vector3.Up * 2;
    2. effectSettings.target = target;
     
  10. ephemeral-life

    ephemeral-life

    Joined:
    Sep 12, 2015
    Posts:
    488
    Can't you just create a child object and use that as a target?
     
  11. Carmexx

    Carmexx

    Joined:
    Jul 29, 2014
    Posts:
    62
    yes lol - i think I well over thought this one, keep it simples eh..thx for the reply.

    thx
     
  12. enzoravo

    enzoravo

    Joined:
    Jun 25, 2013
    Posts:
    226
    hello, i want to buy the pack #3, i tried the web demo and is really impressive and it fits just fine for my 2d game, i have a simple question, this effects will work fine on directx 9, or i need to change my project settings form directx9 to 10 or 11?

    also i'm using unity 5 personal edition, all the effects will works fine right ?

    thanks in advance for your answer.
     
    Last edited: Feb 27, 2016
  13. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Demo of pack3 created using unity 5 and directx9. Pack 3 worked on directX 9/10/11, openGL, OpenGL es 2.0/3.0.
    Unity 5 personal and unity 5 professional is same and no have limits.
     
  14. enzoravo

    enzoravo

    Joined:
    Jun 25, 2013
    Posts:
    226
    thank you for the answer kripto289, i will buy it right now!

    by the way, these effects are some cool !!! do you have plans to release more packs?
     
  15. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Yes :)
    Right now i realised fps pack

    Also, i've create turbulence script. So next pack will be with particles. Maybe magic pack 4, or other.
     
    Roni92pl and ephemeral-life like this.
  16. MBoffin

    MBoffin

    Joined:
    Mar 29, 2013
    Posts:
    15
    Got your pack and love the effects. However, fading in and out of effects on things like the Ground Wave don't appear to work for me. The crater on the Ground Wave, for example, does not fade out, no matter what settings I try. It just appears and then after the fadeout time, it just disappears. No fade. Any idea what's going on or what settings I need to change?
     
  17. kripto289

    kripto289

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    Feb 21, 2013
    Posts:
    303
    Hello,
    I can help you on skype "scar289".
    In the demo work correctly? You can use mobile version. (use decal of mobile version)
     
  18. MBoffin

    MBoffin

    Joined:
    Mar 29, 2013
    Posts:
    15
    Thanks! We got it solved over Skype. I think it was junked up library/cache files. Importing the asset pack newly into a new project showed no problems. When I removed the old install from my project that was having problems, and then re-copied in the version from the new, clean project, everything worked fine again. Just noting that here for anyone else who might run into this problem.
     
  19. Shadex

    Shadex

    Joined:
    Dec 18, 2013
    Posts:
    80
    I am trying to get FrozenMine to work. The biggest problem i am facing is that the frozen effect is not applying correctly to meshs. Some objects, like a simple sphere or cube from the standard unity, do not have any effects applied. For characters, the frozen effect is pixilated, stretched and does not have the 3d effect where it looks like the frozen material is bigger then the mesh. I've narrowed it down to the fact that the projector component is applying the frozen effect, but can not seem to make it work or look right. It doesn't even work correctly in the demo scene with anything other the Robot_Kyle. Any help would be appreciated
     
  20. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    1) Model need collider.
    2) You need set the "LayerMask" of EffectSettings. If your model have layer "character", so you should set layer mask as character.
    3) Also, if model have more then one renderer in the hierarhy, then use this fix for script "DebufOnEnemyFromCollision.cs"
    Code (CSharp):
    1. void EffectSettings_CollisionEnter(object sender, CollisionInfo e)
    2.   {
    3.     if (Effect==null)
    4.       return;
    5.     var colliders = Physics.OverlapSphere(transform.position, EffectSettings.EffectRadius, EffectSettings.LayerMask);
    6.     foreach (var coll in colliders) {
    7.  
    8.       var hitGO = coll.transform;
    9.       var renderers = hitGO.GetComponentsInChildren<Renderer>();
    10.         foreach (var rend in renderers) {
    11.             var effectInstance = Instantiate(Effect) as GameObject;
    12.             effectInstance.transform.parent = rend.transform;
    13.             effectInstance.transform.localPosition = Vector3.zero;
    14.             effectInstance.GetComponent<AddMaterialOnHit>().UpdateMaterial(coll.transform);
    15.         }
    16.      
    17.     }
    18.   }
     
  21. yakm

    yakm

    Joined:
    Sep 12, 2014
    Posts:
    24
    Hello great package!

    How would i increase the size of one of these effects?
     
  22. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Just create "ParticleSystemScaler" script and paste this code.
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. #if UNITY_EDITOR
    5. using UnityEditor;
    6. #endif
    7.  
    8. [ExecuteInEditMode]
    9. public class ParticleSystemScaler : MonoBehaviour
    10. {
    11.     public float particlesScale = 1.0f;
    12.    
    13.     float oldScale;
    14.    
    15.     void Start()
    16.     {
    17.         oldScale = particlesScale;
    18.     }
    19.    
    20.     void Update ()
    21.     {
    22.         #if UNITY_EDITOR
    23.         if (Mathf.Abs(oldScale - particlesScale) > 0.0001f && particlesScale > 0)
    24.         {
    25.             transform.localScale = new Vector3(particlesScale, particlesScale, particlesScale);
    26.             float scale = particlesScale / oldScale;
    27.             var ps = this.GetComponentsInChildren<ParticleSystem>();
    28.            
    29.             foreach (ParticleSystem particles in ps)
    30.             {
    31.                 particles.startSize *= scale;
    32.                 particles.startSpeed *= scale;
    33.                 particles.gravityModifier *= scale;
    34.                
    35.                 SerializedObject serializedObject = new SerializedObject(particles);
    36.                 serializedObject.FindProperty("ClampVelocityModule.magnitude.scalar").floatValue *= scale;
    37.                 serializedObject.FindProperty("ClampVelocityModule.x.scalar").floatValue *= scale;
    38.                 serializedObject.FindProperty("ClampVelocityModule.y.scalar").floatValue *= scale;
    39.                 serializedObject.FindProperty("ClampVelocityModule.z.scalar").floatValue *= scale;
    40.                 serializedObject.FindProperty("VelocityModule.x.scalar").floatValue *= scale;
    41.                 serializedObject.FindProperty("VelocityModule.y.scalar").floatValue *= scale;
    42.                 serializedObject.FindProperty("VelocityModule.z.scalar").floatValue *= scale;
    43.                 serializedObject.FindProperty("ColorBySpeedModule.range").vector2Value *= scale;
    44.                 serializedObject.FindProperty("RotationBySpeedModule.range").vector2Value *= scale;
    45.                 serializedObject.FindProperty("ForceModule.x.scalar").floatValue *= scale;
    46.                 serializedObject.FindProperty("ForceModule.y.scalar").floatValue *= scale;
    47.                 serializedObject.FindProperty("ForceModule.z.scalar").floatValue *= scale;
    48.                 serializedObject.FindProperty("SizeBySpeedModule.range").vector2Value *= scale;
    49.                
    50.                 serializedObject.ApplyModifiedProperties();
    51.             }
    52.  
    53.             var trails = this.GetComponentsInChildren<TrailRenderer>();
    54.             foreach (TrailRenderer trail in trails)
    55.             {
    56.                 trail.startWidth *= scale;
    57.                 trail.endWidth *= scale;
    58.             }
    59.             oldScale = particlesScale;
    60.         }
    61.         #endif
    62.     }
    63. }
    For using, just add script on prefab effect and change scale settings.
     
  23. SureSight

    SureSight

    Joined:
    Aug 2, 2013
    Posts:
    61
    EDIT: This is caused by the material for smoke "Particle 1.mat" losing it's reference to the shader. The displayed shader is Hidden/InternalErrorShader.

    Setting the Materials/Environment/Fire/Fire2/Particle 1.mat to use shader Effects/AlphaBlended will resolve this.
    Is there any way you can modify the assets so they import cleanly?

    ----
    Firstly, we love the work you do and our project often gets complimented on our special effects.

    I recently imported Realistic Effects Pack v3 into our project that was already running REP v1 and v2.
    I noticed that Prefabs/Environment/Fire2 prefab from REP v1 no longer works properly. The flame and smoke particles are rendered as pink planes.
    I tested this in a blank project to ensure it's not something specific to my project and got the same results.
    Importing REF3 definitely breaks the effect.

    I was under the impression that all packs could co-exist since they use the same folder structure.
    What am I missing?

    After REF V3 Imported.JPG Before REF V3 Imported.JPG

    My Environment
    Windows 10
    Unity Pro 5.3.2
    Render Path: Deferred
    Color Space: Gamma
     
    Last edited: May 14, 2016
  24. YuHeLong

    YuHeLong

    Joined:
    Apr 17, 2015
    Posts:
    8
    Does pack 3 contain pack 2 and 1 effects?
     
  25. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Try copy material and change id in the debug mode and set the shader again.

    Hello, no.
     

    Attached Files:

    Last edited: May 14, 2016
  26. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    330
    My game crashes right after Realistic Effect Pack 2 effect with iOS. It works most of the time but when you make more effects this happens. Any help how to solve this? I think this is the problem "A null value was found where an object instance was required." With android version of the same game everything is working.

    This is what I see in XCode when the game freezes:

    Code (csharp):
    1.  
    2. NullReferenceException: A null value was found where an object instance was required.
    3.  
    4.   at ProjectileCollisionBehaviour.UpdateSmootRandomhPos () [0x00000] in <filename unknown>:0
    5.  
    6.   at ProjectileCollisionBehaviour.Update () [0x00000] in <filename unknown>:0
    7.  
    8. (Filename: currently not available on il2cpp Line: -1)
    9.  
    10. Unhandled Exception: System.NullReferenceException: A null value was found where an object instance was required.
    11.  
    12.   at ProjectileCollisionBehaviour.UpdateSmootRandomhPos () [0x00000] in <filename unknown>:0
    13.  
    14.   at ProjectileCollisionBehaviour.Update () [0x00000] in <filename unknown>:0
    15.  
    16. UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs)
    17.  
    18. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    19.  
    20. Game was compiled with optimization - stepping may behave oddly; variables may not be available.
    21.  
    22. (lldb)
    This is what Unity editor debugs with red. I think this brakes the game:

    NullReferenceException: Object reference not set to an instance of an object
    ProjectileCollisionBehaviour.CollisionEnter () (at Assets/Realistic Effects Pack/Scripts/Prefabs/Balls/ProjectileCollisionBehaviour.cs:189)
    ProjectileCollisionBehaviour.Update () (at Assets/Realistic Effects Pack/Scripts/Prefabs/Balls/ProjectileCollisionBehaviour.cs:150)

    The line 189 in the ProjectileCollisionBehaviour.cs is:

    Code (csharp):
    1.  
    2.  private void CollisionEnter()
    3.  {
    4.  if (EffectOnHitObject!=null && hit.transform!=null) {
    5.  var hitGO = hit.transform;
    6.  var renderer = hitGO.GetComponentInChildren<Renderer>();
    7.  var effectInstance = Instantiate(EffectOnHitObject) as GameObject;
    8.  effectInstance.transform.parent = renderer.transform;
    9.  effectInstance.transform.localPosition = Vector3.zero;
    10.  effectInstance.GetComponent<AddMaterialOnHit>().UpdateMaterial(hit);
    11.  }
    12.  
    The line 150 in the ProjectileCollisionBehaviour.cs is:

    Code (csharp):
    1.     var direction = (endPoint - tRoot.position).normalized;
    2.  RaycastHit raycastHit;
    3.  if (Physics.Raycast(tRoot.position, direction, out raycastHit, distanceNextFrame + effectSettings.ColliderRadius, effectSettings.LayerMask)) {
    4.  hit = raycastHit;
    5.  endPoint = raycastHit.point - direction * effectSettings.ColliderRadius;
    6.  CollisionEnter();
    7.  }
     
    Last edited: May 27, 2016
  27. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    4,874
    @Nadan - @kripto289 is mainly away working on a contract job, so if you need a quick response, my guess is it's best to write to his support email.
     
  28. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    I don't know. I have all variable verify to null.
    try to add "if (renderer == null) return;" after
    var renderer = hitGO.GetComponentInChildren<Renderer>();
     
  29. Flurgle

    Flurgle

    Joined:
    May 16, 2016
    Posts:
    368
    Does this work ok in Unity 5.4 beta? Hasn't been updated in a while.

    BTW, it looks amazing
     
  30. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    Yes, pack work on unity 5.4
     
    Flurgle likes this.
  31. arnesso

    arnesso

    Joined:
    Mar 3, 2015
    Posts:
    93
    Hi,

    I would have a really easy question, but i could not solve it :\
    I use UFPS , how should I create a new bullet from Pistolbullet with Realistic effects pack exactly ?
    I cloned the Pistolbullet prefab and I added the photonshot prefab but the effect is not going toward the crosshair. and after 1 or 2 shots the camera is freezed .
    Thank You, and sorry for kinda stupid question .
    Cheers
     
  32. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    I not have UFPS, so pack not have support out of box.
    For bullet use follow code:
    var go = Instantiate(Effect, position, new Quaternion()) as GameObject;
    go.GetComponent<EffectSettings>.Target = target;
     
  33. Helliaca

    Helliaca

    Joined:
    May 26, 2016
    Posts:
    1
    Hi,

    In the Demo of Pack 3 you can adjust the color of the effects dynamically.
    Is there an easy way of setting the color of an effect just like that, outside of the demo?
    Cheers
     
  34. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,

    You can use this script.

    Code (CSharp):
    1. using System;
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. public class ChangeColorByHUE : MonoBehaviour
    6. {
    7.     public float colorHUE;
    8.  
    9.     private void Update()
    10.     {
    11.        ChangeColor(); //You can do it one time.
    12.     }
    13.  
    14.     private Color Hue(float H)
    15.     {
    16.         Color col = new Color(1, 0, 0);
    17.         if (H >= 0 && H < 1)
    18.             col = new Color(1, 0, H);
    19.         if (H >= 1 && H < 2)
    20.             col = new Color(2 - H, 0, 1);
    21.         if (H >= 2 && H < 3)
    22.             col = new Color(0, H - 2, 1);
    23.         if (H >= 3 && H < 4)
    24.             col = new Color(0, 1, 4 - H);
    25.         if (H >= 4 && H < 5)
    26.             col = new Color(H - 4, 1, 0);
    27.         if (H >= 5 && H < 6)
    28.             col = new Color(1, 6 - H, 0);
    29.         return col;
    30.     }
    31.  
    32.     public struct HSBColor
    33.     {
    34.         public float h;
    35.         public float s;
    36.         public float b;
    37.         public float a;
    38.  
    39.         public HSBColor(float h, float s, float b, float a)
    40.         {
    41.             this.h = h;
    42.             this.s = s;
    43.             this.b = b;
    44.             this.a = a;
    45.         }
    46.     }
    47.  
    48.     public HSBColor ColorToHSV(Color color)
    49.     {
    50.         HSBColor ret = new HSBColor(0f, 0f, 0f, color.a);
    51.  
    52.         float r = color.r;
    53.         float g = color.g;
    54.         float b = color.b;
    55.  
    56.         float max = Mathf.Max(r, Mathf.Max(g, b));
    57.  
    58.         if (max <= 0)
    59.             return ret;
    60.  
    61.         float min = Mathf.Min(r, Mathf.Min(g, b));
    62.         float dif = max - min;
    63.  
    64.         if (max > min) {
    65.             if (g==max)
    66.                 ret.h = (b - r) / dif * 60f + 120f;
    67.             else if (b==max)
    68.                 ret.h = (r - g) / dif * 60f + 240f;
    69.             else if (b > g)
    70.                 ret.h = (g - b) / dif * 60f + 360f;
    71.             else
    72.                 ret.h = (g - b) / dif * 60f;
    73.             if (ret.h < 0)
    74.                 ret.h = ret.h + 360f;
    75.         }
    76.         else
    77.             ret.h = 0;
    78.  
    79.         ret.h *= 1f / 360f;
    80.         ret.s = (dif / max) * 1f;
    81.         ret.b = max;
    82.  
    83.         return ret;
    84.     }
    85.  
    86.     public Color HSVToColor(HSBColor hsbColor)
    87.     {
    88.         float r = hsbColor.b;
    89.         float g = hsbColor.b;
    90.         float b = hsbColor.b;
    91.         if (hsbColor.s!=0) {
    92.             float max = hsbColor.b;
    93.             float dif = hsbColor.b * hsbColor.s;
    94.             float min = hsbColor.b - dif;
    95.  
    96.             float h = hsbColor.h * 360f;
    97.  
    98.             if (h < 60f) {
    99.                 r = max;
    100.                 g = h * dif / 60f + min;
    101.                 b = min;
    102.             }
    103.             else if (h < 120f) {
    104.                 r = -(h - 120f) * dif / 60f + min;
    105.                 g = max;
    106.                 b = min;
    107.             }
    108.             else if (h < 180f) {
    109.                 r = min;
    110.                 g = max;
    111.                 b = (h - 120f) * dif / 60f + min;
    112.             }
    113.             else if (h < 240f) {
    114.                 r = min;
    115.                 g = -(h - 240f) * dif / 60f + min;
    116.                 b = max;
    117.             }
    118.             else if (h < 300f) {
    119.                 r = (h - 240f) * dif / 60f + min;
    120.                 g = min;
    121.                 b = max;
    122.             }
    123.             else if (h <= 360f) {
    124.                 r = max;
    125.                 g = min;
    126.                 b = -(h - 360f) * dif / 60 + min;
    127.             }
    128.             else {
    129.                 r = 0;
    130.                 g = 0;
    131.                 b = 0;
    132.             }
    133.         }
    134.  
    135.         return new Color(Mathf.Clamp01(r), Mathf.Clamp01(g), Mathf.Clamp01(b), hsbColor.a);
    136.     }
    137.  
    138.     private void ChangeColor()
    139.     {
    140.         var color = Hue(colorHUE / 255f);
    141.         var rend = GetComponentsInChildren<Renderer>();
    142.         foreach (var r in rend) {
    143.             var mat = r.material;
    144.             if (mat==null)
    145.                 continue;
    146.             if (mat.HasProperty("_TintColor")) {
    147.                 var oldColor = mat.GetColor("_TintColor");
    148.                 var hsv = ColorToHSV(oldColor);
    149.                 hsv.h = colorHUE/360f;
    150.                 color = HSVToColor(hsv);
    151.                 color.a = oldColor.a;
    152.  
    153.                 mat.SetColor("_TintColor", color);
    154.             }
    155.             if (mat.HasProperty("_CoreColor")) {
    156.                 var oldColor = mat.GetColor("_CoreColor");
    157.                 var hsv = ColorToHSV(oldColor);
    158.                 hsv.h = colorHUE / 360f;
    159.                 color = HSVToColor(hsv);
    160.                 color.a = oldColor.a;
    161.                 mat.SetColor("_CoreColor", color);
    162.             }
    163.         }
    164.         var projectors = GetComponentsInChildren<Projector>();
    165.         foreach (var proj in projectors) {
    166.             var mat = proj.material;
    167.             if (mat==null || !mat.HasProperty("_TintColor"))
    168.                 continue;
    169.             var oldColor = mat.GetColor("_TintColor");
    170.             var hsv = ColorToHSV(oldColor);
    171.             hsv.h = colorHUE / 360f;
    172.             color = HSVToColor(hsv);
    173.             color.a = oldColor.a;
    174.             proj.material.SetColor("_TintColor", color);
    175.         }
    176.         var light = GetComponentInChildren<Light>();
    177.         if (light!=null)
    178.             light.color = color;
    179.     }
    180. }
    I've remove other useless code, but don't check script, so can be some compiling error.
     
  35. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    330
    Hi! I have purchased Realistic Effects pack 2 and 3.

    In the Pack 2 there is this Queue Shot Trail effect. The effect stops on colliders. I would like it to go on through everything in my scene. How can I do this? I tried to put the InstanceBehaviour to "Destroy After Time" but that didn't do it. Any help?
     
  36. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    25
    Hi,
    loving the effects.
    I was wondering how to invert the portal2 effect of pack 1. I want to use it to drop objects from the sky, so it should open, stay open for a short time and the close again
    Thanks
    Lasse
     
  37. mGlushed

    mGlushed

    Joined:
    Feb 18, 2013
    Posts:
    8
    Hi, what is the best way to optimize texture size? I'm building a mobile game, but your texture sheets are too big (4k), I don't need them to use that many frames (for example, the LightningStrikeMobile has a sheet "Lightning", 8 rows and 4 cols, that's too many for my need). Manually cutting out frames takes time (I use photoshop). Is there a tool to select and cut frames I don't need?
     
  38. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello, use my program to creating sprites.
    Just select frames what you need and drag and drop on window.
    https://drive.google.com/file/d/0B_NefRnPfOoUVDJENm83TkR1UWs/view?usp=sharing
    You need set the one frame size in pixels and set the sprite sheet tiling.
     
    hopeful likes this.
  39. SpeakUpGames

    SpeakUpGames

    Joined:
    Nov 25, 2014
    Posts:
    56
    I'm receiving these same problems for particle pack 3 [IsFinite() and Invalid AABB errors] and I'm using Unity 5.3.4. Can you confirm a version of Unity that fixes this issue, if it is indeed an issue with Unity and not the particle system?
    This comes up quite often in development and even crashes the game on occasion.
     
  40. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    It's unity bug. Try change particles simulation space to local/world while error is visible?
     
  41. SpeakUpGames

    SpeakUpGames

    Joined:
    Nov 25, 2014
    Posts:
    56
    Is there a certain part of the particle system that is causing the issue, something I can turn off? I don't think particle systems in general are having this problem.
    Switching from local/world space does not fix it.
     
  42. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    What a effect have this problem?
     
  43. dhuang

    dhuang

    Joined:
    Jan 5, 2016
    Posts:
    38
    Hi, I am using your meteor Rain prefab. I am having trouble finding out how to instantiate the prefab correctly. I tried to instantiate the prefab at a y position of 300, and set the target's y position an object that is lower, like around 200. but the meteor always start down low, lower than 200, and they would shoot upward instead. am I missing something? if I want it to rain down from the sky, and hit a target surface at y position of 200, how do I instantiate the prefab to achieve that?
     
  44. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Heelo,
    You need open prefab
    "Assets\Realistic Effects Pack\Materials\Balls\Meteor\
    Instance.prefab", and change property of script "LazyLoadBehaviour" -> SetRandomStartPoint -> Height.
     
  45. Little-Burrito

    Little-Burrito

    Joined:
    Dec 15, 2016
    Posts:
    2
    Hi! I've bought your explosions pack and the effects pack 1 and 3 and they all look beautiful!

    I'm having 2 issues that I'd love go get some help with:

    1. I have rigidbodies falling onto a shield, and I'd love the shield to react like when it's hit with your built-in projectiles, but I don't really get how to do that. I've tried taking a normal BlueFireball2 like in the example and added a RigidBody, a SphereCollider and the OnRigidbodySendCollision script to the child object Ball and to the BlueFireball2 object, but I'm not getting anything. I've also tried just adding the OnRigidbodySendCollision a rigidbody with a collider, but that didn't work either. Have I misunderstood how this should be used?

    2. Some of the effects use billboard sprites, which tilt with the head in VR, which looks weird. I'd like to make the sprites rotate towards the head, but keep the z-rotation at 0. Do you have any ideas for how to do that?

    Loving the libraries - these will be used a lot, also in the next game after this one!
     
  46. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Hello,
    1) Projectiles init shield collision like that:
    var shield = hit.transform.GetComponent<ShieldCollisionBehaviour>();
    if (shield != null) shield.ShieldCollisionEnter(collInfo);
    So you can use the same method, or you can change method "ShieldCollisionBehaviour.ShieldCollisionEnter" for using rigidbody.
    2) I don't understand what you mean, i'll have oculus later and can't test it right now. But if you want lock rotation, just use the same code "targetRotation.z =0f;"
     
  47. Little-Burrito

    Little-Burrito

    Joined:
    Dec 15, 2016
    Posts:
    2
    Thanks for the help and the quick reply! To solve #1 I used your code and modified it to become this which works well enough for now (although it won't be correct about where the collision hits).

    Code (CSharp):
    1.     private void OnCollisionEnter( Collision collision ) {
    2.         var shield = collision.transform.GetComponent<ShieldCollisionBehaviour>();
    3.         if ( shield != null ) {
    4.             RaycastHit[] collisionCheckHits = Physics.RaycastAll( transform.position, collision.transform.position - transform.position );
    5.             foreach ( RaycastHit collisionCheckHit in collisionCheckHits ) {
    6.                 if ( collisionCheckHit.transform == collision.transform ) {
    7.                     CollisionInfo collisionInfo = new CollisionInfo();
    8.                     collisionInfo.Hit = collisionCheckHit;
    9.                     shield.ShieldCollisionEnter( collisionInfo );
    10.                     return;
    11.                 }
    12.             }
    13.         }
    14.     }
    For #2 I'll see if I have time to upload a video later tonight, but I might not. It's about the particle system, so maybe I should just check there. If I find something I'll be sure to post it here. If you want to try it once you have a rift, by tilting the head I mean the movement you make when you try touch your ear to your shoulder.

    Thanks a lot for the help!
     
  48. fieryben

    fieryben

    Joined:
    Jul 23, 2013
    Posts:
    7
    Hello. Nice packs you have (I'm eyeing the third pack at the moment). Before making a purchase, I have a question: Will these work with VR? I ask because I'm not wanting to use billboarded sprite textures if they can be seen as completely flat if seen from a certain angle.
     
  49. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    303
    Packs works with vr (instead of single pass rendering, for distortion need some fixes, i'll do it later).
    All effects is particle system with sprites. It's pseudo 3d, but in VR games all effects work the same.
     
  50. Nadan

    Nadan

    Joined:
    Jan 20, 2013
    Posts:
    330
    I'm getting error:

    Code (csharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. ProjectileCollisionBehaviour.CollisionEnter () (at Assets/Realistic Effects Pack/Scripts/Prefabs/Balls/ProjectileCollisionBehaviour.cs:189)
    3. ProjectileCollisionBehaviour.Update () (at Assets/Realistic Effects Pack/Scripts/Prefabs/Balls/ProjectileCollisionBehaviour.cs:150)
    Any idea how to fix this?