Search Unity

  1. We've closed the job boards. If you're looking for work, or looking to hire check out Unity Connect. You can see more information here.
    Dismiss Notice
  2. Unity 2017.3 has arrived! Read about it here.
    Dismiss Notice
  3. Unity’s Demo Team is excited to share their upcoming interactive demo, Book of the Dead. See more information here.
    Dismiss Notice
  4. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Uni2D tool: A new amazing way to create 2D games in Unity!!

Discussion in 'Assets and Asset Store' started by Bento-Studio, Jul 6, 2012.

  1. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Uni2D V2.1 close to be released!
    Check all the new features here :




    Full feature list:

    - 2D/3D Physics auto generated colliders:
    Uni2D unleash the power of the next gen 2D game in Unity by bringing you the ability to combine a true 2D system and 3D assets! Create 2D games like never before!

    - Colliders now follow visual deformation… at runtime!
    One of the most impressive and powerful feature of this release. Let your creativity explode and create unseen game situation based on a simple draw drive by bones!

    - Batchable Skeletal sprites:
    Other benefit of the new Hybrid skin system, now deformed objects are batchable! It’s really a great news for the people that work on mobile devices but more important it could be combine with the auto optimization of static skeletal sprites (see below)

    - Auto optimization of static skeletal sprites:
    It’s certainly the most important optimization that we ever bring!
    Create a sprite, deform it, add 2D or 3D physic now your object is now silently optimized. You can duplicate it to create a forest it will then consume nothing until you call them.

    - Improved integration with Unity2D workflow:
    Support of the 2D layer of unity2D
    Native 2D physics support

    - Other noticeable improvements:
    Improved skeletal editor: Now the sprites keep its position until you press the "reset pose" button
    Parallax support: makes Unity2D and Uni2D Sprite move like in perspective with a orthographic camera!
    2 new options for the 3D collider generator
    Only borders : physicalizing only the border of a sprite!
    Subdivision : Allows you to deform a shape in runtime with more controls



    V2.0 Hello!

    Creating a 2D game is now a game with Unity and Uni2D v2:

    - draw your game and give him life in few clicks,
    - turn your drawings into "GameObject" by a simple drag and drop,
    - add the physic automatically without any use of a 3D modeling software,
    - skeletal and sprite animation support
    - optimize your game with multi-atlasing and grid or mesh render mode


    A big thanks to :
    Sam's ChroniclesWitchLake http://www.samschronicles.com http://www.witchlake.ch
    FISH Cicaladesign http://fishartgame.com
    Lots of Rainbows "Alpha Test"Gangsta Geek http://l-o-r-game.tumblr.com/

    First UNi2Vv2.0 tutorial :

    Video from the first version



    Playlist of 6 Workflow videos

    Major features of the plugin:
    • Sprite and Skeletal animation support
    • New innovative render mode including Mesh and Grid
    • Drag and drop Sprites and multiselection support
    • Generate accurate physic shapes in one click
    • Playmaker compliant
    • Concave VS Concave Physic
    • Optimize with textures MultiAtlasing



     
    Last edited: Sep 4, 2014
    Flickayy likes this.
  2. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,223
    Can i use it for mobiles?

    Ah sorry, saw the video after my question and now i knew that it should be possible ;)

    Hopefully when i now open the store i will se a price.

    Great workflow with your asset kit
     
    Last edited: Jul 6, 2012
  3. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Thanks!!

    We will annouce a price and submit to the AssetStore soon!
     
  4. deis

    deis

    Joined:
    Sep 17, 2009
    Posts:
    29
    Very cool, I love the much more rapid work-flow.
     
  5. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Thanks! We're very excited to release Uni2D on the asset store!!
     
    Last edited: Jul 6, 2012
  6. nickgravelyn

    nickgravelyn

    Joined:
    Jan 22, 2009
    Posts:
    141
    Is this going to include source access or just a precompiled DLL? While I understand not wanting to give away your "secret sauce" I've hit issues in the past with precompiled assets that I then couldn't fix (both from bugs in the asset and from Unity updating and the asset no longer working due to version mismatch).
     
  7. wccrawford

    wccrawford

    Joined:
    Sep 30, 2011
    Posts:
    2,009
    Very nice! Any idea on price yet?
     
  8. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    @Nickgravelyn: Don't worry, the source code is included in the plugin package!

    @wccrawford: Thanks! The price would be announced soon.
     
    Last edited: Jul 6, 2012
  9. unikronsoftware

    unikronsoftware

    Joined:
    May 21, 2011
    Posts:
    1,286
    Good stuff. Really nice to see creative solutions like this.
     
  10. Ninjuit

    Ninjuit

    Joined:
    Jul 7, 2012
    Posts:
    7
    In the iOS example, I see NPCs moving across the platform. How would that control translate to a PC character? Does this engine handle PC movement as well? For example, can my character walk over variable terrain like the cogs roll over it?
     
  11. esdin

    esdin

    Joined:
    Jul 19, 2011
    Posts:
    12
    I was already interested in grabbing this to make some rapid-iteration projects, but honestly, if you're including the source, you can have my money now!

    Best of luck on the launch, and looking forward to playing around with this to make some quirky games very soon!
     
  12. nickgravelyn

    nickgravelyn

    Joined:
    Jan 22, 2009
    Posts:
    141
    Same. Source included is a huge plus so I'm glad to hear you guys are including it in the package. This looks like a very promising 2D system for Unity.
     
  13. adbourdages

    adbourdages

    Joined:
    Jul 8, 2012
    Posts:
    27
    I just watched the video and I am pretty excited about your plugin!
     
  14. AdamOwen

    AdamOwen

    Joined:
    Jul 13, 2011
    Posts:
    66
    I recently purchased 2D Toolkit and love it. This also looks great and I love the automatic concave vs concave collision, creating my own colliders can be time consuming.

    I was wondering what else this has going for it that 2D Toolkit doesn't / does differently? In particular are there any built in resolution independence / pixel perfect features, particularly for mobile?

    I have no intention to stop using 2DTK but I could also see me using Uni2D as well, depending on the price.
     
  15. atmuc

    atmuc

    Joined:
    Feb 28, 2011
    Posts:
    995
    for first day make price low :) i will buy it :)
     
  16. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Hi guys!

    We are so excited and happy to see all your very positives reactions!

    @Ninjuit: Our plugin is currently only focused to physicalize sprites and make the workflow and level editing as simple as possible. But we don't offer any "2D character controler" feature yet. But we use Ageia for the physic behavior, so you can simply add the Unity character controler component. It's works perfectly.


    @AdamOwen: You are right! 2D Toolkit is a very neat plugin and we love it too!
    The pixel perfect feature will not be present at start. But we will make sure to have this feature in the next release.
    In fact this will makes perfect sens as we have already planned the dev of a grid system including parallaxe, layering, snapping and other workflow improvement. Thanks for your input.

    And one more time, thank you very much for all your comments!
     
    Last edited: Jul 9, 2012
  17. Ocid

    Ocid

    Joined:
    Feb 9, 2011
    Posts:
    476
    Also just want to chime in and say this is looking like a pretty nice tool.

    I don't see myself switching from 2D Toolkit just now but aslong as i can afford it I'll definitely be picking this up to have a play around.
     
  18. Threeli

    Threeli

    Joined:
    Jul 9, 2012
    Posts:
    12
    This looks quite good. I'll be interested in nabbing it day one (price pending, of course).
     
  19. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Last edited: Jul 11, 2012
  20. Mars91

    Mars91

    Joined:
    Mar 6, 2012
    Posts:
    322
    PM sent
     
  21. badawe

    badawe

    Joined:
    Jan 17, 2011
    Posts:
    297
    Hello there!

    Congratulations for the plugin, looks extremely simple and usefull! Great work! I have some questions, maybe you can help me:

    - This use farseer or PhysX?
    - The sprites generate some Atlas?
    - By now we are using ex2D as primal sprite manager in our games. They generate meshs at runtime for each GameObject, but all is plane. The Uni2D? Generate a mesh based on the polygon of the object? Or i'm wrong?
    - Using Uni2D to interface and things like that are fine?
    - Change images of one GameObject at runtime is possible? Like 2 states of a button (idle - active)???

    Sorry about all the questions.
     
  22. meanruz

    meanruz

    Joined:
    Feb 21, 2012
    Posts:
    7
    Look great !

    But can we use animated sprite ? Or we have to animated it only with physics ?
     
  23. AdamOwen

    AdamOwen

    Joined:
    Jul 13, 2011
    Posts:
    66
    Congrats on the release.

    Considering buying but want to know a couple of things first:

    1) Have you tried, or should it be possible, to use Uni2D to create automatic concave collisions for sprites and then add these to Toolkit 2D sprites? I imagine if you're just using Unity colliders this should be simple enough?

    2) The asset store link to your information, documentation and tutorials shows nothing on your website about Uni2D so will hold out on buying until I can view this information.

    Thanks.
     
  24. hermesdavidms

    hermesdavidms

    Joined:
    Jul 3, 2012
    Posts:
    181
    i would like to know how is the performance with this one, specially the draw call, because it looks very sweet
     
  25. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    @badawe

    - This use farseer or PhysX?
    We use PhysX"

    - The sprites generate some Atlas?
    Yes there is an atlas function

    - By now we are using ex2D as primal sprite manager in our games. They generate meshs at runtime for each GameObject, but all is plane. The Uni2D? Generate a mesh based on the polygon of the object? Or i'm wrong?
    Yes Uni2D currently generates a mesh collider and soon, a true combination of rendered mesh+mesh collider to save fillrate.

    - Using Uni2D to interface and things like that are fine?
    There is no GUI property but you can still use sprites in your GUI

    - Change images of one GameObject at runtime is possible? Like 2 states of a button (idle - active)???
    No the mesh will not be refreshed at runtime. But, you can use 2 objects with a active/deactive system or if the 2 images have the same aspect ratio/size you can also change the material.

    I hope I answered all your questions
     
    Last edited: Jul 12, 2012
  26. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Thanks!
    Only with physics and "mesh based" animations
     
    Last edited: Jul 12, 2012
  27. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Thank you!
    1) No you can't currently combine 2Dtoolkit and Uni2D
    2) You're right, the update of the website is planed for today!

    Have a nice day!
     
    Last edited: Jul 12, 2012
  28. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    Thanks for your support!
    Performance are the same if you already use Unity and PhysX. Concerning the question of the drawcalls we have included an atlasing feature.

    Cheers
     
  29. bfoddy

    bfoddy

    Joined:
    Mar 27, 2012
    Posts:
    14
    Purchased! Please add animated sprites in a future update!
     
  30. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,898
    I will tell you what. :)
    Continue development into this and support sprite animation for example, along with other must features of 2D games and you've won.
    Physics are great for many games, but most can't be made without sprite animations. On the other hand if this works well along ex2D for example. Thats another story.
    In any case well done, it's the way I like to make 2d games. I dislike making tiled games.

    --edit: of course we I dont expect dynamicaly changing the collider based on the sprite frames..Just to clarify ;-)
     
    Last edited: Jul 12, 2012
  31. yann-le-coroller

    yann-le-coroller

    Joined:
    Jul 13, 2012
    Posts:
    6
    Hi, the plugin works great, yet here are a few requests:
    Allow multi object editing.
    Allow a way to set scale globally so that import are not meters wide by default.
    Allow a simple way to either animate the sprites or use another sprite manager like 2Dtoolkit to do that on the shapes.
    And more is coming ;)
    yann.
     
  32. atmuc

    atmuc

    Joined:
    Feb 28, 2011
    Posts:
    995
    is it unity flash beta compatible?

    will you add 2d skeleton feature?
     
  33. Threeli

    Threeli

    Joined:
    Jul 9, 2012
    Posts:
    12
    The included documentation references a tutorial which is not present - will you be adding this soon?
     
  34. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,137
    I like the easy way to use your plugin...
    But issues :

    1) As you can see here the collider isn't around the sprite...

    2) The 2 pictures (one static, one dynamic !) I have used for collision tests, like in your video, don't collide !?!
    Even after I have given both value position Z = 0 !

    Could you help me, please ?

    6R
     

    Attached Files:

  35. Kusmi

    Kusmi

    Joined:
    Jul 16, 2012
    Posts:
    6
    Is your sprite use alpha on the helmet and on the windscreen? If so, I guess you should tweak the "Alpha Cut Off" threshold setting to include these regions to the physic collider.
     
  36. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,137
    Yes, it was the trick ! Thanks...

    But the 2nd issue ???

    6R
     
  37. Kusmi

    Kusmi

    Joined:
    Jul 16, 2012
    Posts:
    6
    What kind of collision are you trying to do? Concave vs concave? As you can see in the video, the user selects "Compound" collision mode on the gear sprite.

    Because PhysX does not support concave vs concave collisions natively, Uni2D devs found a trick to make that possible by using "concave" mode on the floor sprites and "compound" mode on the gear sprite.

    But be warned, it can be slow if you abuse it.
     
    Last edited: Jul 16, 2012
  38. zehreken

    zehreken

    Joined:
    Jun 29, 2009
    Posts:
    101
    Hi,
    Is fragmentation supported?
     
  39. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,137
    You're right ! I have replaced by convex or compound and the collision works fine now !

    Thanks a lot, Kusmi...

    6R
     
  40. p6r

    p6r

    Joined:
    Nov 6, 2010
    Posts:
    1,137
    Here is a short video I have made with two 2D sprites to show the perfect Physics thanks to the convex/concave/compound colliders :



    6R
     
  41. zehreken

    zehreken

    Joined:
    Jun 29, 2009
    Posts:
    101
    I've acquired Uni2D from the asset store, a really promising plug-in. In the Uni2D introduction video, the space ship crashes and goes to pieces, what is the best way to have an effect like this with Uni2D?
     
  42. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,898
    Without having this plugin yet, I think you precut/preassemble your object into a Uni2D compound and swap in when you want to.
     
  43. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    @zehreken thanks for your encouragements!

    nuverian you are right!
    I attached a picture that show the precuts in the sprite.
    [​IMG]

    Once imported and assembled I just have to set the physic on "Physic Dynamic" on each body part.

    Hope this helps!
     
    Last edited: Jul 18, 2012
  44. zehreken

    zehreken

    Joined:
    Jun 29, 2009
    Posts:
    101
    I've already done this but this approach doesn't work well for me since I have over 20 bodies, each has at least 5 different fragmentation pattern. This means assembling over 100 bodies in Unity. Thanks again.
     
  45. chickenW

    chickenW

    Joined:
    Jul 19, 2012
    Posts:
    2
    will this pluging going to work with Unity4 ? Or will need to buy again for U4?
     
  46. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    6 new workflow videos posted see the first post of the topic!
     
  47. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    @zehreken : you're welcome!

    @chickenW Do not worry, you will not have to pay again.
     
  48. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    1,898
    Great videos. Very cool presentation for your product and well done. The music is great by the way.
    Maybe I buy the product just for your presentation :p
     
  49. Bento-Studio

    Bento-Studio

    Joined:
    Aug 29, 2011
    Posts:
    275
    @nuverian Thank you very much!
     
  50. nickgravelyn

    nickgravelyn

    Joined:
    Jan 22, 2009
    Posts:
    141
    Been playing with this a bit more lately (still too busy with other projects to really dive in). I like that this component is very streamlined and simple but does what it does well. I feel some of the other 2D assets fall down because they try to do everything and in many cases various parts of their implementations are a bit busted. I love being able to just drag textures into the scene to make sprites; it's very fast and elegant.

    Since people have been talking about frame animations, I decided to try that out tonight. It's actually quite simple to make your own script to animate the sprites since you can just swap out the texture of the material attached to it. Granted I've not extensively tested this, however I did get a sprite to animate in a blank scene with it. :)

    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class AnimatedSprite : MonoBehaviour
    5. {
    6.     private Uni2DSprite sprite;
    7.  
    8.     private float timer = 0;
    9.     private int currentFrame = 0;
    10.  
    11.     public float frameTime = .2f;
    12.     public Texture2D[] frameTextures = new Texture2D[0];
    13.  
    14.     void Start()
    15.     {
    16.         sprite = GetComponent<Uni2DSprite>();
    17.     }
    18.  
    19.     void Update()
    20.     {
    21.         timer += Time.deltaTime;
    22.         while (timer >= frameTime)
    23.         {
    24.             currentFrame = (currentFrame + 1) % frameTextures.Length;
    25.             timer -= frameTime;
    26.         }
    27.         sprite.spriteQuadMaterial.mainTexture = frameTextures[currentFrame];
    28.     }
    29. }
    30.  
    Just attach to one of your sprites, fill the array with textures, and it'll start animating. Obviously lots of room for improvement here by using their texture atlases and such, but it's a start and shows that it's pretty simple to add this functionality.