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Snow Mesh Trail Renderer - Feedback/Support

Discussion in 'Assets and Asset Store' started by FreebordMAD, Mar 2, 2015.

  1. FreebordMAD

    FreebordMAD

    Joined:
    Mar 15, 2013
    Posts:
    560
    There is currently no built-in way to do this, but you can take a look at the MT_MeshTrailRenderer.Draw function. You could save some kind of timestamp for each vertex, then reduce the
    Vector3[] vertices; Vector3[] normals; Vector2[] uvs; int[] triangles; arrays after calculation.
     
  2. LangTao92

    LangTao92

    Joined:
    May 13, 2017
    Posts:
    14
    we need to develop a game with your plugin,but there is two problem :first ,the ball turn around 90 degree,it shows unnatural and strange;second, the new Unity LWRP is not Adaptation
     
  3. FreebordMAD

    FreebordMAD

    Joined:
    Mar 15, 2013
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    Thanks for your interest in the Snow Mesh Trail Renderer asset.


    Which trail prefab are you using?
    Have you tried Textured_Round_Trail_For_Balls?
    Please upload a short video or some screenshots.

    What exactly is the problem?
     
  4. ivisiondesigns

    ivisiondesigns

    Joined:
    Nov 10, 2016
    Posts:
    2
    Hi, I'm trying to get snow mesh trail working with my VR game. I'm using it with a very fast moving object on a large, bumpy terrain.

    1. When the object goes in the air, the trail keeps drawing up to nearly 0.5 units above ground before stopping. Trails are very visibly floating in the air. Reducing MAX_DISTANCE_TO_SNOW (for example, to 0.01) does not seem to fix it. What am I doing wrong?

    2. Can you give more examples of different trail styles? I'd like to play with your rougher animal trails and see examples of deeper tracks and different shapes. Is this achievable by adding more vertices?
     
  5. FreebordMAD

    FreebordMAD

    Joined:
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    Posts:
    560
    See private message for beta package with the rough trails.
    In my game Mad Snowboarding I have used the IsDrawing property to switch off the trail in air. Do you have some logic in your game indicating that your object is in air?
     
  6. ivisiondesigns

    ivisiondesigns

    Joined:
    Nov 10, 2016
    Posts:
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    Thank you! That seems to have done the trick. My first problem was because I was using a custom shader without the zbuffer offset. I have one last minor issue, since the snow layer is my terrain layer, the offset can also draw over trees on my terrain. Any way around that besides removing trees from the terrain and converting them to meshes?
     
  7. FreebordMAD

    FreebordMAD

    Joined:
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    Posts:
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    This post might be interesting, it is a hack, but would allow to have terrain and trees on different layers:
    https://forum.unity.com/threads/optimization-question-terrain-trees-and-layers.461117/
     
  8. YuuUnity

    YuuUnity

    Joined:
    Jan 21, 2019
    Posts:
    1
    Hello, FreebordMAD.
    I purchased your Snow Mesh Trail Renderer.:)
    My order ID 15668265587007


    I have a couple of questions.
    It is about the drawing order of Trails.

    - Sample1
    Although the Trail is drawn by two Cubes.
    The one that moved later is shown below the one that was drawn before.

    test1.gif

    - Sample2
    My ideal.
    In this case, the Cube that moved later is shown as Trail at the front of the screen.

    test2.gif

    In other words, what I would like to do is to have a system where even if there are multiple trails, the one drawn afterwards is always displayed on the whole surface.
    Is this possible?
    snowTrail.png
    I'm not good at English, so I'm using a translation site, sorry if it's hard to understand. Thank you!
     
  9. FreebordMAD

    FreebordMAD

    Joined:
    Mar 15, 2013
    Posts:
    560
    Thanks for using the SMTR! I have never read such a well illustrated and easy to understand question ;)

    Unfortunately, there is no easy solution for that. The MT_SnowMeshTrailUpdater class counts up the render queue order for each new trail. Therefore, one trail is always above another trail.
    upload_2020-5-24_20-59-25.png
    upload_2020-5-24_21-0-25.png


    If you remove this code, then you would see the trail that is actually above. However, this might as well result in Z-Buffer glitches, but would be worth trying out.
     
    Fibonaccov likes this.
  10. SpookyCat

    SpookyCat

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    3,352
    Does this system work with Deferred rendering?
     
  11. FreebordMAD

    FreebordMAD

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    Yes it should, try out what you want and request a refund if it doesn't bring the expected results.
     
  12. Afavar

    Afavar

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    Jul 17, 2013
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    Does this work with the URP?
     
  13. FreebordMAD

    FreebordMAD

    Joined:
    Mar 15, 2013
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    Not yet, but I ported one of the shaders already. It doesn't work in WebGL yet. Would look like the Windows version here:
    www.freebord-game.com/SnowboardStarter/SnowboardStarter.zip

    If you tell me what you want to use, then I could try to port the shader associated with it. If we can't get it going you can get a refund.
     
  14. Afavar

    Afavar

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    Jul 17, 2013
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    Thank you for your kind answer. I am still trying to shape some mechanics in my head. Once I gather up my thoughts, I will give this cool asset a try!
     
    FreebordMAD likes this.
  15. heycaligamedev

    heycaligamedev

    Joined:
    Mar 19, 2020
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    Hi, This tool looks cool and might be useful for us however I noticed that it has been a while since you updated it. Before I make a purchase I would like to know a few things.

    1. Does it work well with Unity 2019?
    2. How's the performance in Android and iOS?

    Thank you! Keep it up!
     
    jessiedaniel7 likes this.
  16. jessiedaniel7

    jessiedaniel7

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    Aug 20, 2019
    Posts:
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    Will this also work on mesh generated by the DreamTek Spine mesh?
     
  17. FreebordMAD

    FreebordMAD

    Joined:
    Mar 15, 2013
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    1. Yes, it works with Unity 2019 and 2020. It doesn't work with URP, but with the default render pipeline.
    2. The shader is consuming as much performance as any other shader, there is no complex calculation involved. The scripting is lightweight and shouldn't lead to any performance issues even with multiple trails. Check out what you can achieve with it on mobile here: http://www.freebord-game.com/index.php/mad-snowboarding
    (iOS is not on the store anymore, but it worked fine even many years ago)

    I assume that you refer to this technology: https://assetstore.unity.com/packages/tools/utilities/dreamteck-splines-61926. If yes, then I cannot tell you if it will work, but you can get a refund if it doesn't. The package includes shaders that draw on terrain only, but also shaders that draw on meshes.
     
  18. jessiedaniel7

    jessiedaniel7

    Joined:
    Aug 20, 2019
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    Thanks for the quick reply. We'll let you know if have some issues and questions using it. :)
     
  19. heycaligamedev

    heycaligamedev

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    Mar 19, 2020
    Posts:
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    Thanks for the prompt response. It works well with Dreamteck Spline mesh!
     
    FreebordMAD likes this.
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