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[Released] MegaFiers - 2 40x Performance & Loads of New Features

Discussion in 'Assets and Asset Store' started by SpookyCat, Feb 23, 2021.

  1. Hattoriseed

    Hattoriseed

    Joined:
    Feb 24, 2015
    Posts:
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    Is there any way I can set a max size of the hose? For example, if I set the hose to be 1 meter, but I move the end position 2 meters away from the start position, the hose would be created from the start position in the direction of the end position, but the mesh stops at 1 meter.
     
  2. SpookyCat

    SpookyCat

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    Not as the Hose system stands at the moment, it should not be hard to add an option to limit the length of the spline that is turned into a mesh, I will look into it.
     
    Last edited: Apr 25, 2021
    firstuser and Hattoriseed like this.
  3. SpookyCat

    SpookyCat

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    A small update which fixes an issue in the Sprite deformation system where the deforming sprite mesh would not have the same sorting info as the sprite causing issues, this has been fixed now so that the deforming mesh shares the same sprite sorting layer info.

    Changes in v1.20
    • Changes to the Sprite deforming system to preserve the layer sorting info so the deforming sprite mesh renders correctly with respect to other sprites.
     
  4. SpookyCat

    SpookyCat

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    Another quick update, this adds a requested feature of a Multi Material Mesh Combiner so you can select the parent object of a load of objects which have meshes in the children and then select Combine Meshes from the MegaFiers menu and a new object will be created with all the meshes and materials combined to the single object. This can also be called at Runtime if required by calling:
    Code (CSharp):
    1. GameObject newobj = MegaMeshCombiner.Combine(GameObject obj);
    It will return the newly created combined object.

    Changes in v1.22
    • Added a Mesh Combiner system which can combine multiple mesh objects with multiple materials, just select the parent object and go to the MegaFiers menu and select Combine for a new object to created with all the meshes combined.
    • Fixed an issue which could cause an error if building the demo scene to a player.
     
  5. Setmaster

    Setmaster

    Joined:
    Sep 2, 2013
    Posts:
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    Just wanted to notify of this warning:
    Assets\MegaFiers\Scripts\MegaFiers\Editor\CompilerCheck.cs(12,3): warning CS0618: 'CompilationPipeline.assemblyCompilationStarted' is obsolete: '
     
  6. SpookyCat

    SpookyCat

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    Thanks for that, which version of Unity are you using?
     
  7. Setmaster

    Setmaster

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    Sep 2, 2013
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    Version 2021.1.2f1
     
  8. SpookyCat

    SpookyCat

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    Thanks, been fixed for the next update.
     
    Setmaster likes this.
  9. MSFX

    MSFX

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    Sep 3, 2009
    Posts:
    116
    Actually have a very similar cannon squash/stretch firing in my VR game, so much quicker with MF! :)

    Is there any recommendation for how to upgrade from MF1 to MF2 in a project?
     
  10. iddqd

    iddqd

    Joined:
    Apr 14, 2012
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    Hi, is it possible to make a complete tunnel through a mesh with any of the modifiers?
     
  11. Setmaster

    Setmaster

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    I would like it if ProBuilder wasn't set as a dependency in the future. I don't use it, from my understanding the only reason it is a dependency is so the remove probuilder button works.
     
  12. SpookyCat

    SpookyCat

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    @MSFX - As all the core systems have been changed there is no direct upgrade from MF1 to 2, though the component names and values are the same so in theory it should work if you delete MF1 from the project and import MF2, I will do some tests on that, but I have updated one small project that way, think I had to select a couple of 'missing scripts'.

    @iddqd - No, the modifier system works by deforming the vertices already present in a mesh, adding a tunnel would change the whole mesh. We did have a Boolean system almost ready to go at one point but never released it.

    @Setmaster - I will have a look at adding a check for probuilder installed or not to disable that in the next update.
     
    MSFX likes this.
  13. Harha-Studios

    Harha-Studios

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    Apr 5, 2014
    Posts:
    15
    Hi,

    I'm getting this error when I add Megafiers 2 to my older project.

    Assembly 'Library/ScriptAssemblies/Assembly-CSharp-Editor.dll' will not be loaded due to errors:
    Assembly-CSharp-Editor references strong named Newtonsoft.Json Assembly references: 4.5.0.0 Found in project: 12.0.1.0.
    Assembly Version Validation can be disabled in Player Settings "Assembly Version Validation"

    If I run the Megafiers 2 demo scene nothing moves. Game is using Unity 2019.4.18f1, Android and Version 1.22.

    In the Player settings "Assembly Version Validation" is also grayed out with text "When Mono Resolves types from a assembly that is Strong Named, versions have to match with the one already loaded."

    When I start totally new project with Unity 2019.4.18f1 and install Megafiers 2 from the asset store everything works.

    How can I fix this with my older project?
     
  14. SpookyCat

    SpookyCat

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    Could you submit a support ticket at our website. The Newtonsoft.Json system is nothing to do with the asset it is a Unity assembly so probably also worth submitting a bug report to Unity. You also say it doesn't work in Unity 2019.4.18f1 and then say it works fine in Unity 2019.4.18f1 so if you could let me know which versions of Unity you are using in your support ticket that would be great.
     
  15. rotsin

    rotsin

    Joined:
    Feb 22, 2013
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    11
    Hello, is it possible to use this plugin to fold paper? I am planning to use the Mega Book and this to achieve this but I am not sure if it's the way to go. If basic folding is possible would it be possible to do more complex folding patterns such as a flyer or map fold? Thanks!
     
  16. SpookyCat

    SpookyCat

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    There is no Fold modifier in the asset. I did do a system a long time back that made use of a custom 3ds max plugin to define fold lines and could playback folds in sequence to build objects and I did a Unity script for it but I never released it. You can see a video below. I could have a look and see if the code can be tidied up but its been a while. One option you could do is to make a Point Cache animation of the map/flyer folding and unfolding and use the Point Cache modifier to play that back.
     
    MikeUpchat likes this.
  17. firstuser

    firstuser

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    May 5, 2016
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    Hmm, just thinking out loud: rotational deform with snapping to mesh verts/lines? Auto added to all by default (if you set up only "fold lines" in mesh plane) or manually just to the fold lines you need if it's more complex? Then you can control each individually (direction, degree) and I guess write something to orchestrate them all together.

    Something official would be pretty sweet though!
     
  18. mattczak

    mattczak

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    Nov 3, 2020
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    Does the new version work with Playmaker/have Playmaker actions?
     
  19. SpookyCat

    SpookyCat

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    I have not yet got around testing the PlayMaker actions, in theory as the component names and params are the same it shoudl work but not tried it. I do not have a copy of PlayMaker, the authors sent me a very old version a few years back to get it working but dont have an up to date version. It shoudl all work fine with the Unity Visual Scripting system.
     
  20. graphicsayy97

    graphicsayy97

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    Dec 24, 2020
    Posts:
    30
    Hello, thank you for your hard work.

    I am considering purchasing this asset as it shows a lot of promise for what i intend to use it for:


    as you can see (kenshi game) is a awesome game which is similar to games using body morphing based character progression schemes.

    I know a hundred ways to maybe simulate this in game, some more time consuming than others, but i saw your asset on sale and have been watching it for a few years. always something i was interested in.

    I have a few questions before I go ahead and buy it:

    1. how do we export or save blend shapes utilized by your asset in external programs or tools such as blender? is the format saved as external binary data or just export what i imagine is various settings, tied to the prefab as an FBX for whatever tool, and this can be tied to each individual mesh type and simply limit total mesh subtypes to cut down on work and make use of them?

    2. does your program recognize possibly edited or pre-existing blend shapes if so, this is fine if 1 is a necessary limitation

    3. your attachment system for skinned meshes works making use of blend shape configurations?

    4. extensively i read your asset has UV coordination morphing as well? if so, do you believe that wish to recreate these kenshi games systems is do-able or enhanced (saving of time) if i get your asset, especially since source code is available?

    5. in general, i like to code, and like to do things using code (and scripts), can I use your asset 100% via function calls? or must I have necessary stop-gap prefabs which can communicate options or settings via prefab templates between function calls between "entities" between scripts/components, etc. it isnt something i am unfamiliar with but Its just something id like to consider

    realize that wether or not you respond to any or partially to some of my questions I may have already decided to buy it and this is just for my personal record keeping when i work to design my projects (i considering purchasing your product for some years now, just now saw a great sale)

    thank you for your hard work again
     
  21. Harha-Studios

    Harha-Studios

    Joined:
    Apr 5, 2014
    Posts:
    15
    Hi Chris,

    What I mean is that if I start a new project with Unity 2019.4.18f1 and install Megafiers 2. It works. I did this to isolate the issue. From what I could quickly try, it was great. I'm a 3ds Max user, so I guess it was one reason it seems so easy to use.

    But when I install Megafiers 2 to my existing game with the same Unity 2019.4.18f1, it's not working. So I tried to fix it. After a while, I got some strange behavior. In the Megafiers demo scene, for example, some of the rockets moved, some didn't.

    The reason behind this is that I started to make that game years ago with Unity 2017, then it has been upgraded many times to Unity 2018, Unity 2019, etc. Somewhere along the way, the libraries and whatnot have changed, and something now breaks Megafiers 2.

    You need to pick your battles when running a game company. So I will rebuild that game as a new project. Making it better at the same time, so I don't have to waste your time on whatever has gone wrong with my game over the years.
     
  22. SpookyCat

    SpookyCat

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    In the past other Assets and Unity have included the Newtownsoft.Json system as part of the assets, so it could be there is a duplicate, do you see any errors in the console at all?
     
  23. SpookyCat

    SpookyCat

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    @graphicsayy97 - MegaFiers 2 no longer has its own morphing system it now integrates with the Unity Blendshapes system. When MegaFiers 1 was written Unity had no Blendshape support so we added, but with the rewrite the deformation system works nicely alongside the Unity system. We have added a Blendshapes Workshop system that allows you to bake deformations to Blendshapes inside Unity, and as they are part of the Unity mesh data they can be exported to FBX using the Unity FBX export package.

    UV morphing is not supported in Unity Blendshapes as far as I know.
     
    graphicsayy97 likes this.
  24. graphicsayy97

    graphicsayy97

    Joined:
    Dec 24, 2020
    Posts:
    30
    thank you i went ahead and got it just to mess around and not miss out on the sale price. ill see what i can figure out with it
    atleast source is viewable
     
  25. Klausology

    Klausology

    Joined:
    Aug 29, 2017
    Posts:
    113
    Hello! I just got your asset recently and am absolutely loving it! I was wondering if you might be able to assist me in an issue I am facing currently. I am using the N-GON path modifier to modify a mesh into a polygon shape. I am also using the stretch value of the deformed mesh to slowly fill out over the N-GON path, as can be seen here:



    The values of my N-GON path are as follows:

    Screenshot 2021-06-17 at 3.10.23 PM.png


    This works great, but I was hoping to be able to have a sharp corner instead of the current rounded corners. I notice that I am able to get sharp corners if I decreased the value of "fillet" on the N-GON gameobject, but this produces unsatisfactory results like weird bent corners like so:


    Screenshot 2021-06-17 at 3.11.24 PM.png

    Is there a way for me to deform a mesh into a polygon with sharp/straight corners without any artifacts as shown in the pic above? Thank you so much for helping!
     
  26. SpookyCat

    SpookyCat

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    Jan 25, 2010
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    New update submitted to the asset store, this makes MegaFiers - 2 fully compatible with Unity 2021 as well as made it compatible with the latest Burst and Jobs versions, also removed some package dependencies that somehow got added to the manifest, and also addressed an issue with the Blendshape Workshop feature where the mesh data was not being marked as dirty so was not being saved by Unity.

    Change in v1.23

    • MegaFiers 2 made compatible with Unity 2021.1
    • Removed obsolete warning in Unity 2021.1
    • Changes made to BlendShape Workshop system so mesh now correctly marked as dirty when creating/deleting blendshapes from modifiers so Blendshapes will be saved correctly.
    • MegaFiers compatible with Burst 1.5.4
    • MegaFiers compatible with Jobs 0.8.0
    • Removed various Packages that somehow got included as dependencies.
     
    MikeUpchat likes this.
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