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Creative [RELEASED] Panoply: Comics and Splitscreen for Unity

Discussion in 'Tools In Progress' started by opertoonist, Sep 9, 2015.

  1. Grazer2

    Grazer2

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    Hello. When having more than 1 panoply object in the scene (or in multiple scenes) each one creates its own EventSystem and you end up with infinite warnings in the console. The fault is with this code:

    private void InitializeMenu()
    {
    GameObject eventSystem = GameObject.Find ("PanoplyEventSystem");
    if (eventSystem == null) {
    eventSystem = Instantiate (eventSystemPrefab).gameObject;
    }

    The Find call fails because the instantiated clones of the eventsystem are all named "PanoplyEventSystem(Clone)". You should rename the instance after the Instantiate call so it is exactly what you are searching for in the Find-call.
     
  2. Grazer2

    Grazer2

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    Also, quick question: Is there a simple way to make the comic advance using just a click (or tap on mobile) instead of swipe? Thanks.
     
  3. opertoonist

    opertoonist

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    Thanks for the suggestion, I'll take a look. Including more than one Panoply prefab in a scene is definitely not recommended, though — you should only need one.
     
  4. opertoonist

    opertoonist

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    If you're using the new input system, you can just remap the controls in the PanoplyInputActions asset. If you're using the old system, you can check Disable Navigation on the PanoplyScene component and then handle input yourself, calling PanoplyCore.IncrementStep() and PanoplyCore.DecrementStep() as needed.
     
  5. shyamarama

    shyamarama

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    Hello, thanks for this amazing tool.

    When importing the Lean Localization package, I'm getting the following compiler error:

    Assets/Panoply Extras/~Extras/Localizers/LeanLocalization/LeanLocalizationForPanoply.cs(13,4): error CS0120: An object reference is required for the non-static field, method, or property 'LeanLocalization.CurrentLanguage'

    I'm guessing that this is due to Lean Localization's update to V2.0. Hope it's an easy fix. Cheers
     
  6. opertoonist

    opertoonist

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    Thanks for the heads up. I've updated the LeanLocalization package on my site, if you re-download and install it should work with v2.0 of LeanLocalization.
     
    shyamarama likes this.
  7. dalbouz_RM

    dalbouz_RM

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    Hey all, i am a bit new to the Panoply plugin, i am trying to change the font of all of my text objects, so i did just a simple script to loop around all of the objects that have a Text Component, and just change the Font, but it did not work, so i went to the Inspector and try to change the font there, but its not changing it stays Arial.
     
  8. opertoonist

    opertoonist

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    Hi @dalbouz_RM , you'll need to edit the GUISkin used by your captions in order to change the font. The Label settings in the GUISkin are what you're looking for.
     
  9. dalbouz_RM

    dalbouz_RM

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    So i am Using the GUI Skin CenteredRoundRectCaption
    upload_2022-8-25_15-13-22.png

    And In There i have changed the font on every slot that takes in a font value

    upload_2022-8-25_15-14-14.png


    But still my font did not change.

    Oh and one more Question, is there any possible way to change the Speech bubbles into a custom sprite i made?
     
  10. opertoonist

    opertoonist

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    The section of the GUISkin I mentioned, Label, is still closed in your screenshot — did you change the font there? That's the one to use. If you're using Legacy GUI captions you can customize the look of the speech bubbles; if you're using UI Canvas captions you can't — more details in the Creating Captions section of the docs. For the greatest control over captions you can also use your own images, with lettering included, like you would any other artwork in a panel.
     
  11. rrahim

    rrahim

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    Hi, setting the "Active Input handling" to "Both" using the URP PanoplyController gives a null reference error at PanoplyController.cs:94

    Is there a way to resolve this using the "Both" option?
     
  12. opertoonist

    opertoonist

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    I can duplicate what you're seeing, and I haven't explicitly supported the "both" case in Panoply. If I add a PlayerInput component to the Panoply prefab, set its Actions property to the PanoplyInputActions asset, and set its Behavior to InvokeUnityEvents, I can clear the error, but input doesn't work. If you're able to go with one or the other input system that's your best option for working with Panoply at the moment — it's going to be a least a few weeks before I can take a look at this further. Sorry for the inconvenience!
     
  13. rrahim

    rrahim

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    Thanks for the update. I just wanted to be sure that it wasn't something in my project that messed it up.
    I may switch completely to the new input at some point in any case.

    Loving Panoply so far by the way.
     
    opertoonist likes this.
  14. vector2497

    vector2497

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    Hi there,

    Thank you for creating Panoply, I've been using Panoply for a while and really enjoy it.

    I'm planning to start a big project on mobile devices with Panoply, but I'm having some problems with the enforce aspect ratio.

    As you can see from the image, when I'm using portrait on iPad Pro(2224x1668), everything works fine. However, with the same resolution but a different orientation(Landscape), all artworks show up at the same time and run into a mess...
    https://imgur.com/vqIXKki
    https://imgur.com/8XBk6Fq

    This happens on several resolutions and both orientations have this problem. I've spent days looking into it but no luck. Here are some settings from my scene for your reference... please help!
    https://imgur.com/7yHROp8
    https://imgur.com/CDO1DXY
     
  15. opertoonist

    opertoonist

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    Hi, I replied to your email a few days ago but maybe you didn't receive it. Does this happen in the editor when you choose the same resolutions in the game view?
     
  16. Tropobor

    Tropobor

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    Hi,
    Fresh new project in Unity 2021.3.10f1, with Panoply and 3D Core template.
    A script is missing in Panoply prefab
    Therefore when playing the sample scene console send warnings :
    The referenced script on this Behaviour (Game Object 'Panoply') is missing!
    The referenced script on this Behaviour (Game Object 'PanoplyEventSystem') is missing!
    UnityEngine.Object:Instantiate<UnityEngine.EventSystems.EventSystem> (UnityEngine.EventSystems.EventSystem)
    Opertoon.Panoply.PanoplyThumbnailMenu:InitializeMenu () (at Assets/Panoply/Core/PanoplyThumbnailMenu.cs:95)
    Opertoon.Panoply.PanoplyThumbnailMenu:Update () (at Assets/Panoply/Core/PanoplyThumbnailMenu.cs:156)
    Also, Thumbnail Menu does not seem to work really well...
    Any clue ?
    Many thanks for your attention
     
  17. Tropobor

    Tropobor

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    and where is it possible to download the Panoply’s LeanLocalization package ?
    the link that you give in manual/readme is not accessible...
     
  18. opertoonist

    opertoonist

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    I believe that's the PlayerInput script, which is only needed if you're using the new input system. If you leave it as is it shouldn't affect anything, though I'm looking into ways to prevent the error.

    You can find the LeanLocalization package here: https://opertoon.com/downloads/panoply/LeanLocalizationForPanoply.zip
     
    Tropobor likes this.
  19. opertoonist

    opertoonist

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    Panoply 1.7.1 was just released, which adds support for using both input systems at once. Input handling has been split out into a separate prefab, so you'll need to add the appropriate new prefab as well as replace your existing PanoplyURP prefab. Details are in the Handling Input section of the manual, or feel free to ask here if it's not clear.
     
    wetcircuit and shyamarama like this.
  20. jero252003

    jero252003

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    Jan 5, 2017
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    hello, how can I make an artwork animate without using a step/global timeline key?
    I'm trying to Shake an artwork instead of the camera.
    The Artwork script is locking the Transform properties, I can't use animation nor coding it afaik.

    edit - silly me, I'll just add the artwork as property in the animation and disable it while playing
     
    Last edited: Dec 14, 2022
    opertoonist likes this.
  21. opertoonist

    opertoonist

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    Good solution!
     
    jero252003 likes this.
  22. Tropobor

    Tropobor

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    Hi,
    Using unity 2022.2.2f1 and Panoply 1.7.1 in _SampleSceneURP (with no modification) a graphic glitch appears when going from step 4 to step 3 and another one from 5 to 6
    with bad warnings (a lot...)
    "RenderTexture.Create failed: width & height must be larger than 0
    UnityEngine.GUIUtility:processEvent (int,intptr,bool&)"
    Any clue...?
     
    Last edited: Jan 23, 2023
  23. opertoonist

    opertoonist

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    Hi @Tropobor , I'm not able to duplicate the problem in Unity 2022.2.3f1 URP — might be worth a try. What platform are you building for?
     
  24. Tropobor

    Tropobor

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    You are absolutely right. Might be a problem with the project I was using. Sorry for the trouble. Thanks again !
     
    opertoonist likes this.
  25. Tropobor

    Tropobor

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    Mar 24, 2014
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    Hi Erik,
    What is the correct usage of Insert/Delete keyframe buttons and "#... timeline Only" or "Entire project" options in the matching dialogue box? Where can I find explanation about those?
    Manual says : "This can be done either within the frame timeline only, or across all panels, artwork, and captions in the scene." Ok... If so, I could expect to see a keyframe inserted/deleted also in every other timelines... Which (as far as I see) is not the case... (at least for insert). Plus, naming of option "Entire project" is troubling... do you mean "Entire scene"? "Entire related Panel"?
    Thank you so much for your attention :)
     
  26. opertoonist

    opertoonist

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    Note that Insert and Delete work by adding steps, not keyframes, so if you have no keyframes beyond the current step you may not notice any change in the timeline (normally you would see all keyframes to the right of the current position move to the right one step when inserting, and to the left when deleting). Good point about the term "project" — "scene" is what I mean.
     
  27. Tropobor

    Tropobor

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    Ok...! Thanks to point me again to the difference between step and keyframe, that's stupidly what I was missing.
    And just for my own agenda, adding fading panel functionality for URP could be planned in a near future?
     
  28. opertoonist

    opertoonist

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    Unfortunately fading in URP is more in Unity's hands than in mine — still waiting for their blitter to support transparency...
     
  29. Tropobor

    Tropobor

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    I fully trust your expertise but given this video for example that doesn't seem to be an issue, however I may be wrong and would really appreciate your advice as it fairly impact a project I'm working on.
    Screen Fading with Unity URP Part One
     
  30. opertoonist

    opertoonist

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    Maybe something has changed or maybe there's another way to go about it, I'll take a look. Thanks for the rec.
     
    Tropobor likes this.
  31. catspcd

    catspcd

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    Oct 25, 2020
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    Hi,
    I am having issues using Panoply. I have tried under multiple versions of the editor and still get the same error. Am I missing something?

    I am currently using Editor Version 2022.2.5F1

    The errors start as soon as I add the Panel prefab.
    No artwork I add to the Panel will display.

    Screenshot 2023-02-07 Panoply Errors.png
     
  32. opertoonist

    opertoonist

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    Do you also have both the Panoply prefab and the appropriate PanoplyInput prefab for the input system you're using added to the scene?
     
  33. catspcd

    catspcd

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    I was missing the PanoplyInput prefab. The errors have gone away but the artwork still doesn't show in the game preview tab. I am using the 3D URP pipeline. It shows in the small camera preview that pops up in the scene view when you select the panel prefab, but not when you try and preview the game. I'm probably missing something really stupid.

    Thanks for your help.
     
  34. opertoonist

    opertoonist

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    Are you using the Artwork component on your artwork, and setting its Base Panel to the panel you want the artwork to appear in? Could you send a screenshot of what you're seeing?
     
  35. catspcd

    catspcd

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    Good Morning,

    Yes, I have set the Artwork component. Here are the screenshots.
    Screenshot_20230214_041050.png Screenshot_20230214_041156.png
     
  36. opertoonist

    opertoonist

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  37. catspcd

    catspcd

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    Nope I missed that. I will try that and let you know if that fixes the issues. Sorry for the stupid questions. Thanks for your help.
     
  38. opertoonist

    opertoonist

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    No worries, navigating all the subsystems isn't exactly intuitive!
     
  39. catspcd

    catspcd

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    That Worked. Again, Thanks for your help. :)
     
    opertoonist likes this.
  40. Tropobor

    Tropobor

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    Hi Erik,
    Have you had time to watch the video and could you comment on the possibility of having Urp camera fading in Panoply? Thanks for attention :)
     
  41. opertoonist

    opertoonist

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    Can you clarify what you're looking to achieve? If you're talking about fading a panel to a color, that should already be working in URP for version 2022.1 and above, unless you're targeting iOS (my bad for forgetting this in my messages above). Or are you looking for something else?
     
    Last edited: Feb 18, 2023
  42. Tropobor

    Tropobor

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    Yes sure! I am working with 3d objects and I was expecting to be able to fade from one panel camera view to another. Or even simpler fade to black with one camera. But, Unless I am missing something, actually fading is not possible with 3d contents... ?
     
  43. opertoonist

    opertoonist

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    Correct, in order to fade from one camera to another, I think you'd have to look into some kind of render texture solution, which is outside of Panoply's scope at the moment. If you want to fade to black, that is supported, just create a new keyframe and set the panel's matte to black with 100% alpha.
     
  44. Tropobor

    Tropobor

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    Well... I really wish I could... but fade to black. trying with your demo, _SampleSceneURP, following your instructions, that doesn't work for me.
     
  45. opertoonist

    opertoonist

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    OK, assuming you are using the URP prefabs, it should be working... if go to https://opertoon.com/contact and send me a simple scene that reproduces the problem I can take a look.
     
  46. BlankMauser

    BlankMauser

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    Hey there! I sent an email but wouldn't mind posting it here too just for posterity.

    Is there a way to use camera.WorldToScreenPoint with panoply? I'd imagine you would convert the pixel position output to panoply's panel dimension space, but also you'd have to convert the resolution of the camera too?

    If you could provide direction on this or even build such a function in, that would be really amazing!
     
  47. opertoonist

    opertoonist

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    You shouldn't have a problem using camera.WorldToScreenPoint and you shouldn't need to do any conversion — just target the camera attached to the specific panel with that method and you should get the result you’re looking for (I believe it will work no matter where the camera is rendering to the screen).
     
  48. martinsaturnia

    martinsaturnia

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    Hya there! What a great tool this is. I have a slight problem, however, when I do my thing in the editor, everything works fine. Using a simulator it's fine. But on a samsung S21 pro there is extreme flickering and the panels aren't even located in the middle of the screen but rather at the bottom right for most part. I have checked enforced aspect ratio. Could this have something to do with texture compression?
    Best regards
     
  49. opertoonist

    opertoonist

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    Hi @martinsaturnia , which render pipeline are you using? Can you post screenshots of what you're seeing in the editor vs. on device? Feel free to reach out via https://opertoon.com/contact if you'd rather not post here.
     
  50. martinsaturnia

    martinsaturnia

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    Never mind ☺️ I forced portrait mode and everything turned out fine after that! Thank you for the reply. Sure it was only my own settings. Wonderful work