Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

[RELEASED] 2DxFX: 2D Sprite FX

Discussion in 'Assets and Asset Store' started by vetasoft, Aug 1, 2015.

  1. Menion-Leah

    Menion-Leah

    Joined:
    Nov 5, 2014
    Posts:
    189

     
  2. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi Menion,

    Currently no, the Outline FX work only by sprite and doesn't support multiple sprites.

    Outline multiple sprites is more complex to write but we are planned to do it.

    Best Regards,
    Adriano
     
  3. Menion-Leah

    Menion-Leah

    Joined:
    Nov 5, 2014
    Posts:
    189
    Thank you, Adriano
     
  4. AwDogsGo2Heaven

    AwDogsGo2Heaven

    Joined:
    Jan 17, 2014
    Posts:
    102
    Support for multiple sprites would be a good addition, in addition it would be nice if we could use these effects with Unity UI, as it would be nice to add things like the plasma, ice ect to buttons and other UI items.
     
    Last edited: Oct 22, 2015
  5. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    New version available :

    V1.6.0:
    - Add Shiny Light FX with many parameters

    screen-54.jpg

    Hope you like it ! :)

    Best Regards,
    Vetasoft
     
  6. vicenterusso

    vicenterusso

    Joined:
    Jan 8, 2013
    Posts:
    130
    Any plans to extend these effects to UI elements?
     
    zyzyx likes this.
  7. rtighe

    rtighe

    Joined:
    Jul 30, 2015
    Posts:
    3
    I think we can just use sprites inside a ui panel or image with the effects applied. Has anyone tried this asset on mobile?
     
  8. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi vincentrusso and rtighe,

    Without adding directly the componant, there is a way to use the FX to the Unity 5 UI panel.

    The method is quite simple using a shared material ( but need a little manipulation )

    1: You shoud create a gameobject with a spriterenderer and add a 2DxFX componement.
    2: After that, you should create a material and share this material to your gameobject (with the spriterenderer)
    3: Now to your UI image, use the created material to the material of the UI Image.
    4: You have now, 2DxFX to your UI.
    5: ( You can hide the spriterenderer componant if you want, but the spriterenderer componant should stay on the gameobject to avoid any errors )

    Don't forget to active the change material property to the 2DxFX component to change the parameters.

    Of course, we are working on an simple way to use the 2DxFX directly on the UI image object without all this manipulation.

    Hope it's help.

    Don't hesitate if you have any questions.
    Best Regards,
    Vetasoft
     
    Last edited: Nov 26, 2015
    vicenterusso likes this.
  9. Mr-Stein

    Mr-Stein

    Joined:
    Dec 4, 2013
    Posts:
    169
    Hi @vetasoft, I want to ask if the "Water Distortion FX" work in mobile? especially in old Android mobile like the Samsung Galaxy S3.

    Also I want to ask if you can share some APK for Android with the Water Distortion FX for test in some devices..

    Thanks.
     
  10. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi Mr. Stein.

    Yes, the Water Distortion FX work on the Galaxy S3 but as is an next-gen fx and it's a little slow for that device.
    You can trick the process like Angry Bird Kart by reducing the screen resolution by 2 to gain 4x speed.

    All depend of your final use.

    The Water Distortion FX is mainly use for the next-gen plateforme and high-end mobile device.

    For the APK, we are working on an nice APK and a nice demo exemple scene that show all the FX. We want to do a great example scene and that require a lot of production time and it should be ready by the end of 2015.

    Hope it's help.
    Best Regards,
    Vetasoft
     
  11. ciapoide121

    ciapoide121

    Joined:
    Aug 30, 2014
    Posts:
    12
  12. bamncan

    bamncan

    Joined:
    Dec 15, 2013
    Posts:
    47
    Would you, or anyone else like @vicenterusso, be able to do a video or picture tutorial of this? I attempted to do your steps to no effect and presume I'm just getting lost somewhere.
     
  13. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi,

    @ciapoid121 : Spine uses its own shader method and do not allow to use extern effects. But don't worry 2DxFX can be simply used for enhanced you visual 2D game with other sprite that didn't use the Spine system.

    @bamncan: Ok, I will do a visual tutorial tomorrow.

    In any case, we will do a support for both spriterenderer and Unity UI Sprite in our next release with, of course, new effects.

    Best Regards,
    Vetasoft
     
  14. ibearjp

    ibearjp

    Joined:
    Sep 24, 2014
    Posts:
    15
    If only it'll work with NGUI or Playmaker add on.
     
  15. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi,

    Good news for everybody,

    The full support of Canvas UI will be available by the end of this week. Just add the component in the Image canvas and it's work perfectly !

    We will also add new FX

    Hope you like the news :)

    Best Regards,
    Vetasoft
     
    zyzyx likes this.
  16. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,158
    Yes, I like the news !!! :)
    6R
     
  17. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
  18. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Can u add a sample demo in the package to showcase all the effects so we can go through them easily?
     
  19. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi imtrobin,

    We will add by the end of december a nice sample demo. We want to show the best looking effect and the production take some time.

    We also decide to add some example sprite to our next releases like a sample of the progress bar.

    We will also improve our documentation in the future.

    Best Regards,
    Vetasoft
     
  20. Mr-Stein

    Mr-Stein

    Joined:
    Dec 4, 2013
    Posts:
    169
    @vetasoft, there is no way you can make a version LIGHT or Mobile of the "Water Distortion FX" for the OLD mobile devices version like the Samsung Galaxy S3?

    I ask this because the Water Distortion FX is an amazing FX and would be very useful if we can implement this in Mobile(old mobile like S3) without worrying about it look slow or affect a lot the performances of the game.
     
    Last edited: Dec 3, 2015
  21. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi Mr. Stein,

    It's mainly a technical problem, capturing the background screen to apply a distortion cost performance on low mobile device.

    There is a way to trick to the old low device, for example on the S3, instead of use the full resolution 720x1280, you should use a lower resolution, like 360x640 or a little higher.

    For comparison, Angry Bird Kart, lower the device resolution to speed up the game.

    That's all depend of the final screen, if the game look better with some fx at a lower resolution or better on an higher resolution without some fx. That's a choice to make.

    But keep in mind that the Water Distortion FX is mainly used for desktop devices.

    Hope it's help.

    Best Regards,
    Vetasoft
     
  22. Mr-Stein

    Mr-Stein

    Joined:
    Dec 4, 2013
    Posts:
    169
    Hi @vetasoft,
    but if I use "360x640" resolution then when someone with an Android "LG G3" with big resolution is going too see all tiny.
    I think I dont understand, how..
    You mean that I need to scale all my game to the minimum?
     
    Last edited: Dec 3, 2015
  23. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    You should detect if the device are slow and than divide the screen resolution by 1.5 or by 2.
    Yes, all the game resolution should be reduced only on slow device if you want to speed up and use desktop fx to a low-end device.

    Unfortunatly there is no miracle if you want to have this kind of looking effect to the older devices.
     
  24. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Upcoming version 1.7 :



    - Waterfall FX ( Desktop and high-end mobile devices )

    - Smoke FX
    - Canvas UI support

    Hope you like.

    The update will be ready soon.

    Best Regards,
    Vetasoft
     
  25. Mr-Stein

    Mr-Stein

    Joined:
    Dec 4, 2013
    Posts:
    169
    @vetasoft, the V 1.7 look amazing.
    Question.. do you know how I can detect if the device are slow?
     
  26. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    I would say by testing de framerates for 4 or 5 second at the beginning of the game for the first time. They must be a tools for that on the asset store.

    Hope it's help,
    Best Regards,
    Vetasoft
     
  27. abgamers

    abgamers

    Joined:
    Dec 22, 2009
    Posts:
    97
    Does this work with UnityUI??

    My game is 2d game and i have build using unityUI sprite's does this effect work on Dynamic UI Sprites??
     
  28. guzzo

    guzzo

    Joined:
    Feb 20, 2014
    Posts:
    79
    Excellent asset, 5 stars.
    I have a question about uGui support in next patch. Will the effects affect the whole Canvas?

    Until now, i was using the effects on UI elements modifying the scripts. Instead of using
    GetComponent<Renderer>().sharedMaterial

    i was using:

    GetComponent<MaskableGraphic> ().material
     
    Last edited: Dec 4, 2015
  29. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi abgamers and guzzo,

    @abgamers: The support of the UnityUI will be available soon.
    @guzzo: the effects will affect only the Image with the 2DxFX component. So you can have multiple different FX. It's basically the same as the SpriteRenderer.

    Hope it's help

    The update will be ready as soon as we have tested correctly all the FX with the new Unity UI support.

    Best Regards,
    Vetasoft
     
  30. IBD

    IBD

    Joined:
    Oct 5, 2015
    Posts:
    1
    Hi! Is there any way to apply two different FX to the same gameobject? Great asset, by the way ;)
     
  31. dayero

    dayero

    Joined:
    Jan 27, 2014
    Posts:
    45
    hi,

    i wrote this to your support email but didn't get an answer:

    i just bought 2D Sprite FX and would like to know if there is a way to
    use it with the sprite/diffuse shader? Or if not how to use them on
    objects in scenes with lighting?
     
  32. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi IBD and Dayero,

    @IBD, only one fx can be apply to the gameobject.
    However, don't hesitate to suggest your fx idea.

    @dayero, sorry if we couldn't answer you at time, we was very busy last week. 2DxFX use is own shader, so you can't change the shader with a sprite/diffuse shader.

    We are working on the lightning system compatible with 2DxFX for the beginning of 2016. Including many new FX and new awesome features.

    Hope it's help
    Best Regards,
    Vetasoft
     
  33. AwDogsGo2Heaven

    AwDogsGo2Heaven

    Joined:
    Jan 17, 2014
    Posts:
    102
    Using shader features maybe you could make an 'ultimate' fx that includes all the effects. (or alot of them). If I understand correctly, it would compile a shader that only includes features used. Just an idea... I think many people might want to combine effects for RPGs.
     
  34. ehudro

    ehudro

    Joined:
    Nov 17, 2015
    Posts:
    3
    Looks like a great plugin. Does it play nice with tk2d sprite collections by any chance?
     
  35. EpsilonNaught

    EpsilonNaught

    Joined:
    May 29, 2015
    Posts:
    4
    I read lighting support is coming in 2016? I would like to use lighting with my sprites :)
     
  36. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    2DxFX V1.7.0 is now available !

    Version 1.7.0:
    - Add Unity Canvas UI Image Support
    - Add Smoke FX
    - Add Waterfall FX
    - Work with the new Unity 5.3

    Hope you like it !
    Best Regards,
    Vetasoft
     
    AwDogsGo2Heaven and aurel_unity like this.
  37. miyacchi

    miyacchi

    Joined:
    Mar 27, 2015
    Posts:
    10
    Hi there,
    Dose 2DxFX work with RawImage?
    I've tried some of them but they doesn't work.
    Is there a way to use 2DxFX for RawImage?
     
  38. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi miyacchi,

    the support of RawImage for the Canvas UI is in work :)

    Hope you like it
    Best Regards,
    Vetasoft
     
  39. miyacchi

    miyacchi

    Joined:
    Mar 27, 2015
    Posts:
    10
    Thanks for quick response.

    I'm looking forward to see it!
     
  40. ehudro

    ehudro

    Joined:
    Nov 17, 2015
    Posts:
    3
    Hi Vetasoft, did you miss my question regarding 2d toolkit support? :)
     
  41. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,422
    @ehudro There's no support for 2DToolkit since they use different shaders. I tried it already, doesn't work. Sprites have to have the Unity SpriteRender-Component.
     
  42. guzzo

    guzzo

    Joined:
    Feb 20, 2014
    Posts:
    79
    Hello. I really like the asset, but is there a way to reduce the amount of memory alloced per frame. I am using the slime effect and it allocs 700 bytes each frame.

    Thanks
     
  43. guzzo

    guzzo

    Joined:
    Feb 20, 2014
    Posts:
    79
    Nevermind, those 700 bytes were my fault and something else..
     
  44. rtighe

    rtighe

    Joined:
    Jul 30, 2015
    Posts:
    3
    HI Guys. Is there a way to change the color of the shine? Right now it's white only. Thanks for this asset!
     
  45. vetasoft

    vetasoft

    Joined:
    Nov 15, 2013
    Posts:
    432
    Hi rtighe,

    No problem, we will do it on our next release.

    Best Regards,
    Vetasoft
     
  46. mrwogs

    mrwogs

    Joined:
    Aug 20, 2014
    Posts:
    36
    Thanks for this amazing package, I purchased it tonight to test it out. I noticed a few other comments on the first page regarding lighting support. I too need this for the project I am working on - the ability for scene lights to affect sprites with your shaders. Is this feature in the works - any planned release date?

    Also, another very nice feature for all of the shaders would be an overall "power" or "brightness." Some, but not all, shaders have this. It would be really useful to be able to control the darkness or brightness of the sprites with this control.

    Thanks!
     
    chiapet1021 likes this.
  47. NicBischoff

    NicBischoff

    Joined:
    Mar 19, 2014
    Posts:
    204
    Hey Guys,

    Im having an issue with the UI Canvas when I build the game. It plays fine in the editor, but when I run the project full screen - none of the sprites show on the canvas. The regular sprites with effects in world space on sprite gameobjects work fine - but the ui is blank. If I remove the sprite effects and the associated material, then run it again, the panels and images show up fine.

    I am using the mac version of unity pro.

    EDIT:

    I think this is a unity error - ill upgrade to the newest version and see if it is still applicable.

    Nic
     
    Last edited: Jan 13, 2016
  48. NicBischoff

    NicBischoff

    Joined:
    Mar 19, 2014
    Posts:
    204
    Confirmed, this is a Unity 5.2 issue and not related to 2dxfx - Unity 5.3 seems to fix it up.
     
    vetasoft likes this.
  49. kurismakku

    kurismakku

    Joined:
    Sep 18, 2013
    Posts:
    66
    Is it possible to add this effects as components during runtime, and how?
     
  50. moh05

    moh05

    Joined:
    Nov 26, 2015
    Posts:
    65
    Hello,

    That is a great asset!

    Wanted to check something, I am using World Canvas with lots of UI elements. I want to highlight or apply other effects to my UI Images, is that possible now?

    Thank you.