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Space Builder : Genesis - Spatial Environment generator

Discussion in 'Assets and Asset Store' started by DarkAnvil, Sep 23, 2014.

  1. juan-jo

    juan-jo

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    Hello.

    I'm trying to incorporate SBG (1.1.2) to my project (Unity 4.6.1).

    When I click the "Cosmos" button, a dialog appears with the title "Rendering skybox textures" but when it reach to "Render Front on Nebula 2" gets frozen. I tried checking the "No skybox generation" option but with the same result.

    Is there a known problem with that symptom which I can correct quickly?


    Edit: It works on an empty project, so must be a conflict with something in my project…
     
    Last edited: Jan 4, 2015
  2. DarkAnvil

    DarkAnvil

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    Hi,

    If it works in an empty project, there is a conflict. Can you tell me the packages you get more ?
     
  3. juan-jo

    juan-jo

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    Hi!

    Mostly I'm using Antares Universe-Vizio, but also there are several cameras (the first version of the app was stereoscopic, but I am removing it).
    I will do more tests, starting with a blank project, only with Vizio.
     
  4. DarkAnvil

    DarkAnvil

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    You can check if you have correct texture on folder SkyBox.

    SBG uses two cameras, may be you have one that over ride the SBG one. This camera is created at runtime
     
  5. MrIntel

    MrIntel

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    Just bought your asset and it is great just one question though is it possible to move around within the environment so that i can get closer or father away from planets?
     
  6. DarkAnvil

    DarkAnvil

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    Hi,

    Yes you can. To do that you hve to :

    - Enable drift on setting tab
    - Setup drift factor : more value will be small, the effect will be pronounced
    - Setup max drift distance

     
  7. MrIntel

    MrIntel

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    It doesn't seem to be moving i also have the mouselook script on?
     
  8. DarkAnvil

    DarkAnvil

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    Of course, you need to have moving script on your scene.

    Can you try that:
    - Load the example : Example01-RotatePlanet and change drift factor to 10.
    - Launch the scene and move with arrow key
     
  9. juan-jo

    juan-jo

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    Hi again,

    Space Builder is being working integrated into my scene, but:

    When I press play, the Comos contents remains static, as a still picture behind my content, without apparent rotation when I rotate my camera.

    - In a small test by parenting CosmosCamera to my camera while play, SB background seems to rotate properly (although the objects move weird) so maybe the problem is related to CosmosCamera orientation inheritance…
    (Of course I have assigned my camera in the Cosmos config panel)
    - With the Unity scene view camera it works normal.
     
  10. DarkAnvil

    DarkAnvil

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    Hi

    hum hum, I guess the examples working properly?

    Could you tell me more about your project.
    * Camera style etc ...
     
  11. juan-jo

    juan-jo

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    The first sample scene ("Example01-RotatePlanet") works well. In the rest, CosmosCamera remains static.

    If I copy/paste the Mouselookplus script from the Main Camera to CosmosCamera (or simply y rotate it by hand) they all seem to work well.

    (Unity 4.6.1 @ Mac)
     
  12. DarkAnvil

    DarkAnvil

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    Hi,

    :) yes, SpaceBuilder doesn't manage player mouvement.
     
  13. juan-jo

    juan-jo

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    I think I have not explained well, I am doing my player camera management, but it seems the Space Builder camera ("CosmosCamera") stand still.

    Test by test I'm almost moving it myself, but I think you have not designed for that, and it worries me that suddenly it works again and causes some conflict…
     
  14. DarkAnvil

    DarkAnvil

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    Hi all,

    Juan.jo
    I found a bug in relation to what you are saying.
    Pending the update, you can fix it yourself:


    * Open Cosmos.cs script
    * Go to Start method
    * At the end of the method you have this :
    Code (CSharp):
    1.     if (On_CosmosReady!=null && spaceCamera!=null && !isComosReady){
    2.             On_CosmosReady();
    3.             isComosReady = true;
    4.         }
    * Replace by
    Code (CSharp):
    1.         if (On_CosmosReady!=null && spaceCamera!=null && !isComosReady){
    2.             On_CosmosReady();
    3.         }
    4.  
    5.         if (spaceCamera!=null){
    6.            isComosReady = true;
    7.         }
    This should fix your problem. I will do the update on the store

    VertexFiend
    You have the right to use the skybox generated as you wish, but you doin't have the right to distribute the engine source. For example I use shader that I created with Shader Forge...

    A credit to my asset is welcome.
     
  15. juan-jo

    juan-jo

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    I'll try, thank you!
     
  16. DarkAnvil

    DarkAnvil

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    Hi,

    SpaceBuilder 1.1.3 is available on AssetStore

    Version 1.1.3
    =============
    Bug fixe
    ********
    - The cosmos camera wasn't updated if no subscription to the event On_CosmosReady was declared.
     
  17. VertexFiend

    VertexFiend

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    Wow. That's great. Thanks!
     
  18. Hoegbo

    Hoegbo

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    I am just about to push the buy button, just want to know if there are any issues with this pack and unity 5
     
  19. Hoegbo

    Hoegbo

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    I hit the buy button and did not regret it, works fine with unity 5.
    The results I have gotten from this pack have been absolutely fantastic.
    one of my better purchases in the asset store. Looking forward to see more.
    I will add a review over the weekend when I have tinkered a bit more with the asset.
     
  20. DarkAnvil

    DarkAnvil

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    Thank you
     
  21. FractalCore

    FractalCore

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    This is a very nice asset. I was wondering about the Skybox Rendering. It's a Pro only feature. Is that supposed to still be the case in Unity 5?

    Since there's no "Pro" version anymore (now labelled "Professional"). I'm using the free "Personal" Unity 5 which has all the best Pro features and yet the Skybox Rendering option is missing.
     
  22. DarkAnvil

    DarkAnvil

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    Hi,

    I'm going to fixed that for Unity 5...
     
  23. FractalCore

    FractalCore

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    That's great. Another thing I just remembered, the planet atmosphere shader (glow around planet edges) in Unity 5 doesn't quite work right. It adds black instead of going transparent. Could be related to the new Deferred mode.
     
  24. DarkAnvil

    DarkAnvil

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  25. uncleistvan

    uncleistvan

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    Hi, I am wondering why the asteroid system rotates when I rotate my Camera, but if I move the Camera position, all asteroids remain in place around my Camera. So it is impossible for me to make the camera fly through the asteroid belt, which would be really cool.
     
  26. DarkAnvil

    DarkAnvil

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    Hi,

    Sorry, I didn't receive the notification by Unity.

    If you want to remove through the asteroid, you have to remove Cosmos layer from your asteroid
     
  27. DarkAnvil

    DarkAnvil

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    Hi,

    Before leaving on vacation, here WIP planned for the autumn.

    Space Dogfighting Kit will allow to create epic space battle, for Arcade Space Dogfighting game. The perfect companion of Space Builder :

     
    wetcircuit likes this.
  28. wetcircuit

    wetcircuit

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    :eek: SHUT UP AND TAKE MY SPACE MONEY!!!
    money.jpg
     
  29. DarkAnvil

    DarkAnvil

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    Korindian and wetcircuit like this.
  30. Fritsl

    Fritsl

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    Hi 'DarkAnvil', I just purchased Genesis - Spatial Environment generator, and I must say that at first glance I was VERY impressed.

    I still am, I think your asset can be one of the most popular in the asset store, it a really great start.

    But when I dive in, in the current version, I see some really irritating problems. So, before I go and give you stars in the Asset Store, and talk about your fantastic work everywhere, I'd like to hear your comments on the following issues - maybe it's just me doing something wrong?

    Unity 5 / Pro, OSX, Build for StandALone.


    HORRIBLE MAPPING OF PLANETS
    Basically the planets are spheres with squares mapped, this is giving terrible results on the poles. Would you not consider either a different UV mapping, and a texture prepared to the spheres?

    Skærmbillede 2015-07-27 kl. 11.22.10.png

    NO OPTION TO USE FILTERS
    My game is using a set of Camera filters to obtain a certain look.
    Now, if I'd like some of your generated asteroids to be 'live', for example, I'd like those to also have this filter on.
    And when I tonemap etc, I'd also like to include the skybox.
    But since you decide that your camera is made at runtime, and it's apparently not even instantiated from a prefab, and it HAS to be your camera that renders this nebula background etc - then there is no way to use filters.

    AND, because of the way you are doing things with 2 cameras, even if I for example applied the filters to your camera at runtime, I'd use the CPU/GPU x2 because the filters has to be rendered twice.

    This totally sucks: A space game with no filters..

    And worse yet: One of my filters are the standard Unity Edge Detect Normals. When this is on (even just on my own camera), something is not working with your setup at all, and the result is that your camera is not being rendered at all and the sky for my own camera is not clearing and all looks like a psychedelic mess.

    May I suggest that you drop all the extra camera stuff - or at least gives us the option not to use 2 cameras?
    I think it should be fairly easy.
    Then, if you do decide to do things this way, we need to talk scaling as well, because your generated universe are VERY SMALL - whereas my game is of course not 1:1 with the universe, I still have a MUCH larger scale, I'm sticiking to the Unity scale of 1 unit = one meter (as they recommend for you to do when uploading assets).

    So it'd be nice to be able to scale things with far greater digits than what you offer - so things can still be live, but BIG. (This is the universe, after all)

    UNWANTED CHANGES IN EXISTING PROJECT
    As of writing this, this one is the one that irritates me the most, because I'm yet to find what it is that is really happening. All I can say for sure is, that I have an existing project, I have tuned the looks for it as I wanted. I'm using HDR and Tonemapping. Then when I as much as go to the menu bar -> Tools -> Space Builder -> Genesis -> Create Cosmos ...

    - BANG, my original look is changed!
    - EVEN IN THE EDITOR!
    - Before runtime, and in runtime - your project is doing something to my entire Unity, and I do not like that!
    -----

    So, to repeat: I think your project is awesome, and I'd like to give you a high recommendation and more on the Asset store and elsewhere - but I'd like to hear your comments on the above isues first. Thanks :)
     
  31. _Nick

    _Nick

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    I must say this was one of the best purchases I've made thus far, but I've had one huge complication.

    Everything seems to be working perfectly, and it's at absolute random, but when saving/reloading a scene, sometimes the entire scene will change to having a red-hue to everything, and I can not figure out what is causing it!

    If a scene does the random change, it will always do it upon reload/saving, but if it doesn't do it, it never does it. Now, it takes a couple of regenerations until it stops doing it, but once it stops then I'm able to make it look exactly how I want, but it's still an annoying complication to deal with.

    Aside from that, 5/5 stars! :)
     
  32. DarkAnvil

    DarkAnvil

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    Hi,

    Fritls:
    Thank you for your feedback. I will try to answer at all your issues :
    * Do you have this result with the planet mesh provided or with a classical sphere from unity ?
    If this result come from sphere provided, I will try to fixe it

    * SBG uses two cameras to allow 3d anmated contant, and that you can move inside the univers without move near 3d objects that compose the background.

    This is why the scale if small, and you have a drift option to allow a small drift mouvement in the 3d background.

    You have another solution, to save frame rate and no 2 cameras. You can render all your cosmos, and extract the skybox texture from the project, that you can use a simple skybox.

    I currently in vacation, so I suggest you, that I will contact you at my return and we will able to talk about your issue and how I can add new features to expected that you need.

    Nick:
    weird, I will look at your issue at my return


    Nicolas
     
  33. whoracle

    whoracle

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    Public float ROTATION_POSIITON = 0.0f;

    Void Update(){
    RenderSettings.skybox.SetFloat ("_Rotation", ROTATION_POSITION);
    ROTATION_POSITION += 0.04f;
    }

    Hello, I have a problem with your asset on Unity store named: "Space Builder Genesis". It is working great but I want to implement the code above for a skybox, we want to make a 2d game that uses a skybox with Perspective Camera and the code above in unity 5, and with a Skybox that uses "Skybox/6Sided Shader" works great, but only when I export your skybox in that format and use it in another project that does not use your "Space Builder Genesis" asset. But when I want to use your Space Builder Genesis with your "Cosmos" generator the code above is not working. It is working when exported as Skybox that uses " Skybox/6Sided Shader" and it gives a feel of moving trough space, it looks really awesome. Can you explain how or is there a way to rotate the skybox I generate directly trough your Asset using the code above or another way to do the same thing? I just want to make a skybox rotate around the camera, I think you know what I want with the code that I provided you above.
    Thank you very much for your time,
    Have a nice day!
     
  34. DarkAnvil

    DarkAnvil

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    Hi,

    Sbg uses several objects to render the cosmos, and you have several option to include or not object in skybox rendering.

    For you need may be the best way, it s to compute the skybox with all objects and extract the texture from medias folder . After will be able to use these texture in a classical skybox material, compatible with your scripy
     
  35. whoracle

    whoracle

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    Don't we loose the lighting system then? Cause we did tried that way, but we lost the suns.. did we do something wrong?

    I actually just need a way to rotate your skybox, without extracting it.. to get the effect of everything moving on the camera in game view.
     
    Last edited: Aug 3, 2015
  36. DarkAnvil

    DarkAnvil

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    Hi,

    I have to update my skybox shader, I m going to look at that after my return from vacation
     
  37. Fritsl

    Fritsl

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    The screenshots are your Asset straight out of the box!


    Well, as I wrote: I'd like some of your generated asteroids to be 'live', for example, I'd like those to also have this filter on.

    :)
     
  38. Hedgehog-Team

    Hedgehog-Team

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    May be a solution will be to add more option for rendering :
    * 1 or two camera
    * scale factor
    Ect...

    Sbg is very flexible, so you can extract everything, and reuse for your need.

    Until my changes, try this:
    * generates textures of skybox excludind asteroid (there is an option in asteroid generation to include or exclude them)
    * create a prefab from root gameobject contening the asteroid
    * create a new scene , add the new skybox from generating textures, and add your prefab.
     
  39. wetcircuit

    wetcircuit

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    I'm trying to save generated skyboxes by dragging them from the tmp folder to my own folder..., however sometimes a new skybox will overwrite the ones I've already saved. I guess I am doing it wrong. How should I be saving the skyboxes so new SB:G generated won't overwrite?
     
  40. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    When you build the skybox, the textures are save in temporary fil, it s only after you save your scene, that your files are save in a folder with your scene mane.

    Don't move the skybox itself, but copy the texture (ctrl+d)
     
    wetcircuit likes this.
  41. wetcircuit

    wetcircuit

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    thank you!
     
  42. wolfnet18

    wolfnet18

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    Hi, I was wondering if there is a tutorial video on usage. I am understanding the generations and such and how to design a few of the items, however when I go to launch, the Cosmoscamera is auto created and seems to be forced into my main camera spot.
     
  43. DarkAnvil

    DarkAnvil

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    Yes, a second camera is used to make all the objects whose layer = Cosmos in the background. This allows for 3D designs without the main camera approaches these objects during the games that you are doing.

    What do you want to know about this camera?
     
  44. wolfnet18

    wolfnet18

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    Was just curious how to control it more properly, like where it spawns in when the scene is initiated. Also is the cosmos camera supposed to replace the main camera, and this is the camera used via the player? if not how do I get unity to not use cosmos as the default
     
  45. DarkAnvil

    DarkAnvil

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    You do not have to controlling the camera. The scripts do for you, and it does not replace the main camera .It only shows the GameObjects with layer "Cosmos"

    As I tell you, this second camera is used for 3D backgournd elements, and completely manageable by my scripts (that's why I created at the time of execution).

    This camera is managed in the script Cosmos
     
  46. wolfnet18

    wolfnet18

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    I see, for some reason my camera was not placed inside the camera settings so it was not working right.

    I am wondering, is this software built more for background/skybox usage, I see in the one example you can orbit planets which is great, so I am wondering if there is a way to set up the planets for LOD so you can display them at greater distances without a lot of weight on operation.
     
  47. cygnusprojects

    cygnusprojects

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    Hi DarkAnvil,

    Just bought Spacebuilder and I must agree with Fritls, UV mapping needs some rework.
    As an example take your Example01-RotatePlanet scene. In my case when I open the scene no diffuse texture was assigned to the planets material so I assigned one of the examples (tried multiple) textures. You clearly notice something is wrong and I'm assume you are using your own planet mesh in your examples.

    Edit: I also noticed the layer 31 isn't renamed Cosmos automaticly by Unity 5.1.3f1 Pro.
     
    Last edited: Aug 27, 2015
  48. DarkAnvil

    DarkAnvil

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    Hi,

    wolfnet18
    It's a good idea

    cygnusprojects
    The perfect mapping of a sphere is EXTREMELY hard to do, SBG already uses specific sphere and rework texture to to limit the effects of distortion at the poles. This is why most of the planet textures have ice caps, or equivalent principle. I used a technique of deformation of the poles on textures, and a non-traditional uvmapping.

    But if you map a texture that does not have the distortion, the effect on pole will be to increase.

    I have not yet made the migration to Unity 5.1.3f1. It becomes EXTREMELY hard to keep pace with the Unity, and especially with strange behaviour between minor Version 5.1.2 & 5.1.3

    I'll look it


     
  49. wolfnet18

    wolfnet18

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    Awesome, I know in maya you can set up a generic sphere to reduce the # of triangles severely so that at say 1000 where the camera would normally cut off the rendering distance, it instead makes the planet look really boxy, at such a long range it doesn't do much in terms of appearance since you're not close, but you can still tell there is a planet there.

    The only issue I ran into that I did not want to mess with, is how to incorporate that change into the builder without affecting the generate feature which is the main reason I purchased this. Great randomization and high quality detail. Other than that I can do it per individual planet if need be, but if there were a way to incorporate that into the software that would be amazing, but until then, still great work.
     
  50. DarkAnvil

    DarkAnvil

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    Hi,

    SBG is very flexible because you can expand the media he uses. The folder "CosmosResources" contains all these medias, so you can add or remove in the categories of your choice. (Only the folder sybox have no impact, because is containts the result of your cosmos)
    upload_2015-9-13_11-4-38.png

    For planets it uses the directory "planet" that contains two prefab (planet & ring).
    So you can replace or supplement this model with the component "LODGroup" Unity.

    Here the documentation on LODGroup
    http://docs.unity3d.com/ScriptReference/LODGroup.html