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RTColorPicker -- Now in Unity Asset Store

Discussion in 'Made With Unity' started by tpelham42, Feb 24, 2012.

  1. tpelham42

    tpelham42

    Joined:
    Apr 15, 2008
    Posts:
    119

    --Overview--
    RTColorPicker is a run time full featured color picker for the Unity3D Game Engine. It is designed to fit nicely with new and existing game/application projects. Whether you are making a level editor or need color selection for character customization, RTColorPicker can be a good fit for your project.

    There are various configuration options to alter the appearance and functionality of the RTColorPicker. Slider sections, buttons and other features can be easily turned off and on. Need just a simply Alpha slider? Simply turn off everything except for the alpha slider and you’ve got a scaled down alpha color picker.

    The RTColorPicker does not use Unity’s readpixels to determine colors using the color selection area or the sliders, it’s just good old fashion math. Readpixels is only used when using the eyedropper/sample color option to generate the effect of zooming in to an area.







    --Features--
    - HSV, RGBA and Hex input
    - Color selection box and wheel
    - Eye Dropper/Sample Color tool allows for quick and easy scene color selection
    - Vertical and Horizontal orientation modes
    - Includes custom skin (skin can be changed)
    - Old Color and New Color
    - Lots of configuration options displaying just the options you need
    - Colors panel which can configurable default colors and user defined custom colors
    - Save and Load user defined custom colors through easy to use function callbacks


    RTColorPicker Website

    Webplayer Demo

    Available now on the Unity Asset Store.
     
  2. Harabeck

    Harabeck

    Joined:
    Mar 27, 2012
    Posts:
    10
    Hi. I'm overall really happy with our purchase of RTColorPicker. Our game has in depth customization and your color picker saved us tons of time and is probably better than what we would have ended up with.

    I have a small issue, however. Whenever I call Show(RGBColor), it always brings up the color picker with black as the selected color. For instance, rtcp.Show( new RGBColor(Color.white) ); brings it up with black selected. Any suggestions?

    Edit: Fixed the problem by adding _activeColor=_activeRGBColor.ToUnityColor(); to the Show(RGBColor) method. You pass _activeColor to InitFromColor, which defaults to black and is never modified anywhere else.
     
    Last edited: Apr 3, 2012
  3. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Hi, I just bought this, it is look. Can you add preset color choices buttons like MS Paint
     
  4. KyleStaves

    KyleStaves

    Joined:
    Nov 4, 2009
    Posts:
    821
    Couple of questions:

    1) Does it work with touch, or only mouse input?
    2) Does it work on mobile? Particularly iOS Basic?

    Thanks!
     
  5. bricevdm

    bricevdm

    Joined:
    Nov 4, 2009
    Posts:
    34
    Hello :)

    It seems the script doesn't work out of the box. After import from the asset store I get this error:

    Assets/RTColorPicker/Scripts/RTColorPicker.js(466,25): BCE0005: Unknown identifier: 'Xoffset'.

    and right after I try to use the prefab inside my C# script ( "public RTColorPicker ColorPicker;" ) I get this:

    Assets/Models/Ships/D_Player/HullTextureEdit.cs(11,16): error CS0246: The type or namespace name `RTColorPicker' could not be found. Are you missing a using directive or an assembly reference?

    I'm not sure about the first one, since it seems this variable is not even in use (nothing happens if i comment out this line...).
    Of course the JS demo works, but my project is in C# and the plugin advertise support for it.
     
  6. bricevdm

    bricevdm

    Joined:
    Nov 4, 2009
    Posts:
    34
    tpelham42 answered me by email: there is no C# version at the moment but one is in the works.
     
  7. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    I'm using this and I like it. But I have some questions.

    How can I get it to start with the color of my procedural material. I get the material's color and pass that, but it thinks it's a camera and I get an error. If I just pass the material, it uses the Main Color from the shader, which isn't used by the procedural material.

    I call

    Code (csharp):
    1. ColorPicker.Show(material)
    and it displays the picker. But the code that runs when you select OK is hard whierd to the material I sent it.

    Code (csharp):
    1.     void OnColorPickerOk(RGBColor oldColor, RGBColor newColor)
    2.     {      
    3.         material.SetProceduralColor("Color", ColorPicker.GetCurrentUnityColor());
    4.         material.RebuildTextures();    
    5.     }
    it looks like I'll need to wrap the 'OnColorPickerOk' in my own function and pass it the material name. Am I using this correctly? Thanks.

    Edit: I figured most of this out. I just can't access the procedural color directly.
     
    Last edited: May 13, 2013
  8. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,058
    Looking forward to when a mobile version is released
     
  9. stefann

    stefann

    Joined:
    Jan 4, 2011
    Posts:
    17
    hi,
    any news on if this can be used on mobile? please answer!
    @ina, did you try if it works on mobile or just assume it doesn't work?
    thanks,
    stefan