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[RELEASED] 2DxFX: 2D Sprite FX

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

  1. abgamers

    abgamers

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    As mentioned above by product owner "Vetasoft", you can add desired effect since Unity Canvas UI is supported by the tool.
     
  2. moh05

    moh05

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    Nov 26, 2015
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    Ok I bought it and tried the outline effect...It didn't work for my cards...what is the solution here? If you notice, only the edges are highlighted
     

    Attached Files:

  3. vetasoft

    vetasoft

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    Hi Moh05,

    yes, 2DxFX is now compatible with UI Image.

    We are improving the compatibilities to support also all the feature including UI mask etc.

    Best Regards,
    Vetasoft
     
    Last edited: Feb 12, 2016
  4. vetasoft

    vetasoft

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    @moh05

    For the Card FX, your card need to have free pixel around the sprite. In other word, in order to have a proper effect, you should size up the canvas of your image. That's a small constraint to use the outline properly.
     
  5. Darkkingdom

    Darkkingdom

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    Sep 2, 2014
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    Hey @vetasoft ^^

    Is this usefull for 2D Topdown games?
     
    Last edited: Mar 12, 2016
  6. meapps

    meapps

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    May 21, 2013
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    it seems to break some of my prefabs if i save them. Any solution?
     
  7. Andrej-Vojtas

    Andrej-Vojtas

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    Jan 12, 2009
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    2DxFX looks really really good, best of luck also with the your game Blue Angelo, it has a really powerful visual presence. By the way, what effect is used for the idle animation for the lead character? Is it one sprite or a skeletal system?

    One question: can I use the effects (e.g. JellyFX, Shiny Light FX, Color Change, 4 Gradient FX, Blur) on sprite with normal maps and dynamic lights?
     
  8. SVC-Games

    SVC-Games

    Joined:
    May 21, 2013
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    106
    I'm interested in using 2DxFX with Sprite Factory sprites. I've read that it only works with Sprite Renderer but can it work with a Mesh renderer using the "Sprites/Default" Shader?
     
  9. TINYSOFT

    TINYSOFT

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    Oct 28, 2015
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    Hi, Vetasoft

    When I bought 2DxFX I'm using the 2DxFX every day. Today we optimize our project with Sprite Packer in Unity. And 2DxFX doesn't work correctly, same problem when we use TexturePacker.
    How Can I fix this problem ? We absolute need fix this issue. You can fix only one Shiny Reflect Shader for example.

    Regards Michal
     
  10. Deleted User

    Deleted User

    Guest

    Is this asset still supported? I send 2 emails via the website and never got a response.
     
  11. vetasoft

    vetasoft

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    Nov 15, 2013
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    Yes ! We're still alive and busy with our next release. Sorry if we couldn't answer your emails, we where all the past week at the GDC San Francisco.

    We are working on a version 2.0 of 2DxFX with many new features and new effects never seen before.

    Including 2D Organic FX, seen on our Kickstarter Campaign "Blue Angelo"

    https://www.kickstarter.com/projects/1882849218/blue-angelo-the-remake-of-the-2004-action-rpg

    By the way, many great stuff is coming to promote and support this project, so don't hesitate to check our game and share with your friends.

    Here is some exemple from the 2DxFX 2.0 beta :


    All the scene are single 2D sprites. It's not a 3D character.
    ( The left character is to compare with the 2004 version of Blue Angelo and the new version )




    All the scene is using 2DxFX 2.0 beta with Organic FX by Vetasoft
     
  12. Deleted User

    Deleted User

    Guest

    So I should wait until 2.0 is released before buying or will I get a free upgrade if I buy now?
     
  13. Lars-Steenhoff

    Lars-Steenhoff

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    Very nice organic fx!
     
  14. vetasoft

    vetasoft

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    Nov 15, 2013
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    Hi,

    All our next upgrade will be free upgrade.

    Best Regards,
    Vetasoft
     
  15. fabiobp

    fabiobp

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    Jan 16, 2016
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    Hi, I'm using Edge Color and Desintegration on the same Image. I use Desintegration and it works, I test EdgeColor and it works, when I test Desintegration Again it stops work. It's seems some imcompability between these 2 effects. Can someone help me?
     
  16. vetasoft

    vetasoft

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    Hi everyone, 2DxFX version 1.8.5 is coming with new useful FX is coming next week.

    Also, 2DxFX version 2.0 is in work with new revolutionary technology for your Sprite Renderer. You're 2D game will drastically be improved ! The version 2.0 will be released, when it's ready before september.

    Meanwhile, we will continue to make updates with new effects and improvement.

    Also , if you have particular request, do not hesitate to let us know, we will do everything possible to achieve this FX. And if we can, it will be directly included in each update.

    Best Regards,
     
    rrahim and bamncan like this.
  17. xpachin

    xpachin

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    Feb 6, 2014
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    hi!
    i have a question. when i use the grass texture with the grassFx it, works but left and right sides are lost. i understand that , and what i need is a wider canvas, to have som space for the sprite to move. but, for some reason, even with the bigger canvas, its doesnt show more.
    grass.png
    same happens with the tree, but this time with the border of the trunk itself (i think) and not the box of the sprite:
    trunk.png
    so the image should have some special configuration?
    thanks!
     
  18. vetasoft

    vetasoft

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    Hi xpachin,

    To avoid that, you should extend the canvas of the sprite.

    Hope it's help
     
  19. xpachin

    xpachin

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    thats is what i did. look at the size of the sprite (blue points) and the shape of the palm.
    anyway, i know now that is the alpha color, but i just dont know how to fix it in photoshop, but in fireworks (the old fireworks!) i paint it with the same color that your sprite background (some green) but with 1% of opacity. i dont know if thats the best way to do it, since a cant give it 0% opacity. in that case it detect it as vois space.
     
  20. vetasoft

    vetasoft

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    Hi xpachin,

    It's a good way to avoid this since Unity create a specific "work" shape based on the sprite alpha. We use this method several time in our production.

    Best Regards
     
  21. xpachin

    xpachin

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    thanks anyway ;)
    last question. when is going to support lights? since my escenes are in the night, i cant use this effect inmy game.. do we have to wait to v2?
     
  22. vicenterusso

    vicenterusso

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    +1 for light support
     
  23. bamncan

    bamncan

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    Would it be possible to get the ability to set the texture in the SkyCloud filter?
     
  24. vetasoft

    vetasoft

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    Hi everyone,

    Light support is on the way ! :)

    @bamncan we will add this feature in our next release! :)

    Have a nice day,
    Vetasoft Team
     
  25. xpachin

    xpachin

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    Fantastic!!!
    can´t wait!!!!
     
  26. vicenterusso

    vicenterusso

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    Fantastic!!!
    can´t wait!!!! [2]
     
  27. bamncan

    bamncan

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    Actually after I updated to the asset, you released something that basically does it: _2dxFX_Offset
     
  28. kurismakku

    kurismakku

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    Sep 18, 2013
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    Hi, great asset! :)

    I have one problem with atlas textures generated from Texture Packer.


    Clipping doesn't work from 0-1, but instead the image disappears in range 0.15 - 0.227.
    The values are different depending on the side and the size of the image.
     
    Last edited: May 26, 2016
  29. Darkann

    Darkann

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    Jun 15, 2013
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    Hi there, thank you for this asset !

    I have one question :
    I'm using the distortion FX on an image to create the illusion the flag is moving (like wind).
    But the flag has some text in its child (in a Unity Text component), I've tried using a shared material between both text and image, but it's doing some weird stuff, like each letter is independent from one another.

    FlagMoving.gif

    Did I do something wrong or not understand something ? Or do you have any workaround for this ? (except putting the text directly on the image)

    Thanks in advance for any help you can get me !
     
  30. RavenTravelStudios

    RavenTravelStudios

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    Oct 15, 2015
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    Hi guys,
    i'm interested in the color swap feature.

    Does it support bilinear filtering? And its possible to change colors (or palette set) at runtime?

    Thank you ! :)
     
  31. LordYabo

    LordYabo

    Joined:
    Feb 21, 2013
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    Hi, Just bought it.
    I need something to allow me to desaturate a canvas UI image. I thought I saw from your screenshots the ability to change saturation. I tried looking for documentation, but there isn't any on your website.

    The only thing I can find is Turn Into Gray Scale, which is not what I want.
    Am I missing something?
     
  32. vetasoft

    vetasoft

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    @kurismakku: not all the FX support Texture Packer, see the documentation for Texture Atlas compatibilities

    @Darkann: The FX shader work only with 1 sprite and it doesn't support Unity Text componement because, it's not working like an image or a sprite. In your case, the text is working like a Texture Atlas. The only way to add the same FX on the sprite is to put the text as a sprite with photoshop or another software.

    @RavenTravelStudios: Color Change can change the color of the sprite with the selected color. It's actually not possible to change the palette because the sprite with in RGBA, but we will work on a way to do that on our next release

    @LordYabo: To change the saturation, you can use the HSV, and put the Hue Shift to 1, then, change the Color Saturation as you wanted

    Hope it's help
    Vetasoft
     
  33. Sharlei

    Sharlei

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    Jul 16, 2016
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    Hi, where I can read the documentation, except downloading from asset store. I want to know before buying 2dxFX, which of FX supports Texture Packer .
     
  34. thedailyasset

    thedailyasset

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  35. vetasoft

    vetasoft

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  36. DenisM

    DenisM

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    Hi. Where i can get list of effects that work with spritesheet atlas? Before i will buy this.
     
    Sharlei likes this.
  37. vetasoft

    vetasoft

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    @DenisM, we are working on a new website with documentations, we hope it will be available in few weeks.

    Hi everyone,

    Just to inform you that we finally add Lightning support, with of course shadow and shadow receiver.
    All work fine.
    It would be available in few weeks the time to add this new features in all our FX and do some test on devices.

    Hope you enjoy this news



    Best Regards,
    Vetasoft
     
  38. Katzelschnurr

    Katzelschnurr

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    Mar 25, 2011
    Posts:
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    Hello!

    How can i control the size of a certain effect - it seems to depend on the pixel resolution of the sprite?
    In my case, the effect (take the destruction effect for example) is way too tiny compared to the resolution. i have to scale my sprite up 5 times so that the effect looks good. - but obviously i cant do that :)

    I hope you can help me out there!

    best regards,
    Stephan
     
  39. vetasoft

    vetasoft

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    Hi @Katzelschnurr,

    Of course we can help you, can we have a screenshot or an example of the sprite so we can figure it out and, try to add this new feature on our next release ?
    Also, version 2.0 of 2DxFX is on the way, we are working now on the documentations. Expect to have more than 60 Lightning support effect + extra new features !

    Best Regards,
    Vetasoft
     
  40. Ben-BearFish

    Ben-BearFish

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    Sep 6, 2011
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    @vetasoft Regarding the Outline Effect, does the Outline actually create an outline around the sprite, or is it like Unity's Outline component where it creates a copy of the sprite behind it and scales it to create the outline effect?
     
  41. vetasoft

    vetasoft

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    This is a preview of the upcoming version of 2DxFX v2.0 with the SpriteRenderer Lightning Support and FX

    Upgrade will be free if you have purchase 2DxFX v1.x
    Release Date : Mid-September 2016

    More info: http://u3d.as/iis



    2DxFX is on the Madness Sales, you can get it at 42% off.

    Best Regards,
    Vetasoft
     
  42. Cobra2

    Cobra2

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    Apr 11, 2014
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    I bought this because it was on sale, this does not seem to work with NGui ?
     
  43. urrmurrmur

    urrmurrmur

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    Sep 2, 2013
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    Hi,

    The asset store page says to check the documentation file to see which effects are compatible with a spritesheet, however the table in the documentation file is missing quite a few effects. Specifically, I was wondering if the grass effect works with a spritesheet? I tried adjusting the material's tiling property, but that doesn't seem to be working. Any tips?
     
  44. xuxu

    xuxu

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    May 6, 2013
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    1
    Hi,
    I test 2DxFX1.8.2 on my mobilephone(Samsung Galaxy Note 3, Android 6.0 ), the "outline" can't work ,but other effect work great.
    And in unity editor(5.4) their all work great.
    I test on other mobilephone(eg: oppo) the outline work great! wtf!
    So ,any advice?
    thank you!

    mobilephone=>


    editor=>
     
    Last edited: Aug 26, 2016
  45. Eidern

    Eidern

    Joined:
    Mar 29, 2014
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    87
    Hello, Thanks for your awesome plug in. I got a couple of questions :
    -in my project, my characters are part of a gameobject with multiple gameobjects,each one containing a sprite. Is there a quick way to apply the same sprite renderer effect for all the child sprites of the main sprite? or am I stuck to add to each gameobjects the same effect?
    -I was watching at your organic component that you were talking back in march, do you have any released date yet?

    Oh, and by the way, why not create a kind of community forum or FAQ for people using your assets in order to share tips & things like this?
    Keep up the good work
     
    Last edited: Aug 27, 2016
  46. vetasoft

    vetasoft

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    @Cobra2: NGUI use is own shader and it's not possible to add fx from 2DxFX to the NGUI System. However, 2DxFX can be an easy compagnon to any asset store plugin by working additionally with the SpriteRenderer System. Many users use both NGUI and 2DxFX without any troubles.

    @urrmurrmur: However, the grass fx don't support spritesheet. For a better result, use a single sprite with your grass sprite. Remember to use a shared material for this particular effect if you need to add multiple grass sprite and save drawcalls.


    @xuxu: That's a strange issue, we will look at it for our next release.

    @Eidern: You need to add all the FX on the each sprite and share it with a single shared material to save draw call and manipulate only 1 gameobject 2DxFX parameters for all the child gameobjects and also, save drawcalls.

    The organic component is on our plan and it will be a huge update, we will first release the lightning support in September 2016 and than, the organic system.

    Also, we are working on a dedicated website with FAQs, online Docs and tips for the September release of 2DxFX 2.0.

    Hope it's help,
    Vetasoft
     
    Eidern likes this.
  47. Solgryn

    Solgryn

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    Jan 16, 2014
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    4
    So there's gonna be no way to use the effects with Spine or Ferr2D? I use Spine to animate all my sprites ;(

    Will the new lighting effects be available for them at least?
     
  48. Eidern

    Eidern

    Joined:
    Mar 29, 2014
    Posts:
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    Thanks again for working even on sundays ;)
    One last question and i'll wait till your next update.


    Do you have any clue on how to get access to the sharedMaterial by scripting ?
    I'm currently trying this to add dynamically on each sprite of a given Gameobject one of your gradient effects, but i'm unable to add a shared Material on the fly :

    Code (CSharp):
    1. AddingFx <_2dxFX_4Gradients>();
    2.  
    3.  
    4.     public void AddingFx<T>() where T : MonoBehaviour{
    5.      
    6.         allSprites = GetComponentsInChildren<SpriteRenderer>( );
    7.  
    8.         foreach (SpriteRenderer spr in allSprites) {
    9.             spr.gameObject.AddComponent<T>(); //this works fine
    10.  
    11.             spr.gameObject.GetComponent<T>().GetComponent<Renderer>().sharedMaterial = Resources.Load("gradientMaterial.mat", typeof(Material)) as Material;   //this don't :'(
    12.         }
    13.     }
    It triggers an error from your script :
    NullReferenceException: Object reference not set to an instance of an object
    _2dxFX_4Gradients.Update () (at Assets/2DxFX/Scripts/_2dxFX_4Gradients.cs:97)
     
    Last edited: Aug 29, 2016
  49. Ben-BearFish

    Ben-BearFish

    Joined:
    Sep 6, 2011
    Posts:
    1,179
    How do we add the effects to a UI Image? I added the Outline effect to my UI Image gameobject, but it did not seem to work. I added a shared material as well, but it did not work.

    EDIT:
    So it seemed like the UI image only shows an outline as long as the sprite isn't a square shape. When I use a square UI image there is no outline. Could you somehow fix this?

    Also, the outline seems to be very bright is there a way to tone the effect down? Currently, it seems like a neon sign when added to the Image.
     
    Last edited: Sep 2, 2016
  50. Milo_del_mal

    Milo_del_mal

    Joined:
    Jan 27, 2013
    Posts:
    38
    I am wondering if 2DxFX is compatible with 2D Toolkit... Also, if the stroke effect is mobile compatible (In the sense that, it will not kill my framerate if I add stroke to 4 or 5 objects on screen).


    Greetings and Thanks.