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Vectrosity 2.0

Discussion in 'Scripting' started by winman, May 10, 2012.

  1. winman

    winman

    Joined:
    Mar 20, 2012
    Posts:
    11
    I have Vectrosity 2.0 project. I want to use it to draw a dash lines, but I can not merge "DrawLinesTouch" scene and "Path" scene.
    Someone could give me some advice or write some code let me know? thanks!
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Read the section in the docs about uniform-scaled textures.

    --Eric
     
  3. winman

    winman

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    Mar 20, 2012
    Posts:
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    ok.. now i can draw the dash lines, but now I want the object move this path, how to write this code?
     
  4. Eric5h5

    Eric5h5

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    Have a look at the SplineFollow example scene.

    --Eric
     
  5. winman

    winman

    Joined:
    Mar 20, 2012
    Posts:
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    Code (csharp):
    1. var imClickedOn : boolean = false;
    2. private var imSelected : Transform;
    3. private var moving : boolean = false;
    4.  
    5. var lineMaterial : Material;
    6. var maxPoints = 50;
    7. var lineWidth = 4.0;
    8. var minPixelMove = 5;   // Must move at least this many pixels per sample for a new segment to be recorded
    9. private var linePoints : Vector2[];
    10. private var line : VectorLine;
    11. private var lineIndex = 0;
    12. private var previousPosition : Vector2;
    13. private var sqrMinPixelMove : int;
    14. private var canDraw = false;
    15.  
    16. function Start () {
    17.     linePoints = new Vector2[maxPoints];
    18.     line = new VectorLine("DrawnLine", linePoints, lineMaterial, lineWidth, LineType.Continuous);
    19.     sqrMinPixelMove = minPixelMove*minPixelMove;
    20. }
    21.  
    22. function Update () {
    23.     var rayHit : RaycastHit;
    24.     var MouseRaycast = Camera.main.ScreenPointToRay(Input.mousePosition);
    25.     if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), rayHit))
    26.     {
    27.         Debug.DrawLine (MouseRaycast.origin, rayHit.point);
    28.         //mousePoint = rayHit.point;           
    29.         imSelected = rayHit.transform;
    30.        
    31.         if (imSelected == this.transform)
    32.         {
    33.             imClickedOn = true;
    34.         }
    35.        
    36.         var mousePoint = Input.mousePosition;
    37.         if (Input.GetMouseButtonDown(0)) {
    38.             if(imClickedOn){
    39.                 moving = false;
    40.                 line.ZeroPoints();
    41.                 line.minDrawIndex = 0;
    42.                 line.Draw();
    43.                 previousPosition = linePoints[0] = mousePoint;
    44.                 lineIndex = 0;
    45.                 canDraw = true;
    46.                 imClickedOn=false;
    47.             }
    48.         }
    49.         else if (Input.GetMouseButton(0)  (mousePoint - previousPosition).sqrMagnitude > sqrMinPixelMove  canDraw ) {
    50.             if(imClickedOn)
    51.             {
    52.                 previousPosition = linePoints[++lineIndex] = mousePoint;
    53.                 line.minDrawIndex = lineIndex-1;
    54.                 line.maxDrawIndex = lineIndex;
    55.                 if (lineIndex >= maxPoints-1)
    56.                 {
    57.                     canDraw = false;
    58.                     imClickedOn=false;
    59.                 }
    60.                 line.Draw();
    61.                 line.SetTextureScale (1.0);
    62.                
    63.             }
    64.         }
    65.         else if (Input.GetMouseButtonUp(0))
    66.         {
    67.             moving =true;
    68.             imClickedOn = false;
    69.             canDraw = false;
    70.             CanMove();
    71.         }
    72.        
    73.     }
    74. }
    75.  
    76. function CanMove()
    77. {
    78.     if(moving)
    79.     {
    80.         for (var dist = 0.0; dist < 1; dist += Time.deltaTime*50) {
    81.             var splinePoint = line.GetPoint01 (dist);
    82.             transform.position = Camera.main.ScreenToWorldPoint (Vector3(splinePoint.x, splinePoint.y, 10));
    83.             yield WaitForSeconds(.1);
    84.         }
    85.        
    86.     }
    87. }
    this script attach in the object.
    object can not follow the path line.
    What happened ?
     
    Last edited: May 16, 2012
  6. Eric5h5

    Eric5h5

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    Just use yield instead of yield WaitForSeconds, and you probably want to slow it down a lot, since Time.deltaTime*50 makes it go from 0 to 1 in .02 seconds.

    --Eric
     
  7. winman

    winman

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    mmm, it has been can follow the path ,but in the end it will move to the lower left corner... why?
     
  8. Eric5h5

    Eric5h5

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    Presumably the entire points array has not been filled out, and any "leftover" points are Vector2.zero.

    --Eric
     
  9. winman

    winman

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    mmm, I do not know what you mean .... Can tell me where I need to correct. please!!
     
  10. hippocoder

    hippocoder

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    Read the extensive included documentation. It's all right, I have to read documentation for a while too before it clicks. It's a normal part of the learning process for tools.
     
  11. WilB

    WilB

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    MakeSplineInLine with per-frame updates


    Absolutely excellent package, Eric5h5.

    I'm currently making extensive use of VectorLine with MakeSplineInLine, with updates to the VectorLine coordinates every frame (off Update hooks). Once the coordinates of my VectorLine objects are updated, I call MakeSplineInLine for each VectorLine object. Is this the only / best way of updating my splines every frame? Are there any things I should be doing around memory management per frame? The VectorLine objects are only ever created once, and then fed to MakeSplineInLine each frame.

    One issue I'm having is that I have about a dozen game objects, each with about a dozen splines (each spline with about 20 segments). As I initialize my game, the initialization time for each game object gets slower slower... Is there a chance I'm overloading Vectrosity somehow with this much geometry? (doubt it but just checking your thoughts!)
     
  12. Eric5h5

    Eric5h5

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    That sounds about right. Creating VectorLines is relatively expensive, so as long as you only do it once, there shouldn't be any memory allocations after that.

    That's only 2880 (12*12*80) segments, which is quite few, so I don't think Vectrosity is getting overloaded. I can't really think of anything about that setup offhand which would cause any problems.

    --Eric
     
  13. glebski

    glebski

    Joined:
    Nov 21, 2009
    Posts:
    367
    Hi

    I'm trying to make isometric shapes, starting with a simple box. However I'm struggling in getting a pixel-perfect 2across 1up stair-stepping on the lines. It's close, but not quite right.
    I have set up my scene as a 1024x768 standalone with an orthographic camera sized to 384 so that 1px = 1world unit.
    I can make a plane and give it a Vectrosity line "outline" where the height is half the width. I thought that this would give me the correct stair-stepping, but it doesn't. I have attached a small screenshot.

    Thanks

    Code (csharp):
    1. var w : int;
    2. var h : int;
    3.  
    4. var B : Vector3;
    5. var L : Vector3;
    6. var T : Vector3;
    7. var R : Vector3;
    8.  
    9. private var line : VectorLine;
    10. var lineMaterial : Material;
    11. var myOtherMaterial : Material;
    12.    
    13. function Start (){
    14.        
    15.     w=24;
    16.     h=w/2;
    17.     B = Vector3(0,0,0);
    18.     L = Vector3(-w/2,h/2,0);
    19.     T = Vector3(0,h,0);
    20.     R = Vector3(w/2,h/2,0);
    21.        
    22.     gameObject.AddComponent("MeshFilter");
    23.     gameObject.AddComponent("MeshRenderer");
    24.     gameObject.AddComponent("MeshCollider");
    25.     var mesh : Mesh = GetComponent(MeshFilter).mesh;
    26.  
    27.     mesh.Clear();
    28.     mesh.vertices = [(B), (L), (T), (R)];
    29.     mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1), Vector2 (1, 0)];
    30.     mesh.triangles = [0, 1, 2, 0, 2, 3];
    31.    
    32.     GetComponent(MeshCollider).sharedMesh = GetComponent(MeshFilter).mesh;
    33.     renderer.material = myOtherMaterial;
    34.    
    35.     line = new VectorLine("Plane", new Vector3[5], Color.white, lineMaterial, 1.0, LineType.Continuous);
    36.    
    37.     var linePoints = [(B), (L), (T), (R), (B)];
    38.     line.Resize(linePoints);
    39.     Vector.DrawLine3D (line);
    40.     VectorManager.useDrawLine3D = true;
    41.     VectorManager.ObjectSetup (gameObject, line, Visibility.Dynamic, Brightness.None, false);
    42. }
     

    Attached Files:

    Last edited: Nov 19, 2012
  14. Eric5h5

    Eric5h5

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    It's a bit ironic that this topic is "Vectrosity 2.0" and you're not using that (or 2.1). ;) I don't really provide support for pre-2.0 versions anymore; it's been out quite a long time now, and the updates are always free so there's no real reason not to use the latest version.

    --Eric
     
  15. glebski

    glebski

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    Thanks Eric

    I will update and see how I get on with it.

    Cheers
     
  16. dilbertian

    dilbertian

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  17. Eric5h5

    Eric5h5

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    I don't know the formula for spirals offhand, but you should be able to find it pretty easily with a search. Then you can make a spiral function and plug those numbers into an array of points, which you would use in your VectorLines.

    --Eric
     
  18. dilbertian

    dilbertian

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    Eric,

    Thanks for the advice! After some thought on the formula, I think what I want is a Conical Helix/Spiral, if I do it manually via line segments but I just wanted to double check to make sure there wasn't something already "built-in" for doing it via the API first.

    Here is a link I found which I am going to use for starters: http://mathworld.wolfram.com/ConicalSpiral.html

    -Tim
     
  19. dilbertian

    dilbertian

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    Well I finally got this working after a few hours of trial and error. There is still plenty of room for improvement but it's looking pretty good on my end for now. I am not happy that it is taking 8000 points to create a single tree, but will am too tired to fix it tonight.

    Just create an empty GameObject at about the ground level and then attach this script to it and give it a try.

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4. using Vectrosity;
    5.  
    6. public class NeonTree1 : MonoBehaviour {
    7.    
    8.     public float idx=0.1f;
    9.     public float radius=0f;
    10.     public float d=0.01f;
    11.     public float dInc=0.00015f;
    12.     public float gf=0.0055f;
    13.     public Material     lineMaterial;
    14.     public float        Height=0.2f;
    15.     private VectorLine  line;
    16.     private int         index;
    17.     private Vector3[]   linePoints;
    18.     private bool        continuous = true;
    19.     private bool        fillJoins = true;
    20.     private float       xzScaleFactor=0.075f;
    21.     private float       yScaleFactor=0.0011f;
    22.     private int maxPoints=8000;
    23.    
    24.     // Use this for initialization
    25.     void Start () {
    26.         float tmpX=0f;
    27.         float tmpY=0f;
    28.         float tmpZ=0f;
    29.        
    30.         SetTree();
    31.        
    32.        
    33.         for (int n=0; n < maxPoints-3; n++, d+=dInc) {
    34.             idx+=gf;
    35.             radius=idx*d;
    36.             tmpX=(radius*(xzScaleFactor*Mathf.Sin(idx)));
    37.             tmpZ=(radius*(xzScaleFactor*Mathf.Cos(idx)));
    38.             tmpY=Height-n*yScaleFactor;
    39.             linePoints[index++]=new Vector3(tmpX, tmpY, tmpZ);
    40.         }
    41.         linePoints[index++]=new Vector3(0f, 0f, 0f);
    42.         linePoints[index++]=new Vector3(0f, Height, 0f);
    43.         line.maxDrawIndex=index;
    44.        
    45.         line.Draw3D(transform);
    46.        
    47.     }
    48.        
    49.     void SetTree()
    50.     {
    51.         if (!continuous) {
    52.             fillJoins = false;
    53.         }
    54.         LineType lineType = (continuous? LineType.Continuous : LineType.Discrete);
    55.         Joins joins = (fillJoins? Joins.Fill : Joins.None);
    56.         int lineWidth = 1;
    57.  
    58.         linePoints = new Vector3[maxPoints];
    59.         linePoints[0] = Vector3.one; // Make sure the first point contains a different point from the last, so Joins.Fill won't try to connect them.
    60.        
    61.         line = new VectorLine("Line", linePoints, lineMaterial, lineWidth, lineType, joins);
    62.     }
    63. }
    64.  
    65.  
    I have created a prefab of that Empty GameObject with script attached called tree. I then instantiate it with the following manager code to create my forest:

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. public class CardManager : MonoBehaviour {
    6.    
    7.     public Transform            tree;
    8.     public int                  treeX=200;
    9.     public int                  treeZ=200;
    10.     public float                treeDensity=237;
    11.    
    12.  
    13.    
    14.     // Use this for initialization
    15.     void Start () {
    16.         if (tree == null) return;
    17.        
    18.         int c=0;
    19.         for (int x=0; x < treeX; x++) {
    20.             for (int z=0; z < treeZ; z++) {
    21.                 if (++c == treeDensity) {
    22.                     Instantiate(tree, new Vector3(-treeX*0.5f+(float)x, 0f, -treeZ*0.5f+(float)z), Quaternion.identity);
    23.                     c=0;
    24.                 }
    25.             }
    26.         }
    27.     }
    28. }
    29.  
    I then place a flat terrain underneath and my camera at Vector3(-4, 12, -75) with an X rotation of 20 degrees.

    For my tree I have created a material with a Self-Illuminating Diffuse Shader (all WHITE) and to my camera I have added a complex bloom after FX which makes the trees glow really nicely.

    -Tim
     
  20. Eric5h5

    Eric5h5

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    Cool, glad you got it working!

    --Eric
     
  21. ik2013

    ik2013

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    Mar 21, 2013
    Posts:
    8
    Eric, thanks for writing this tool! I am in the process of learning Vectrosity and am getting stuck trying to convert the SelectionBox2 Javascript to C#. So far I have this:

    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using Vectrosity;
    4.  
    5. public class selbox : MonoBehaviour
    6. {
    7.  
    8. VectorLine selBox;
    9. Vector2 originalPos;
    10. Material lineMaterial;
    11. private float textureScale = 4.0f;
    12.  
    13.     public void Start ()
    14.     {
    15.         selBox = new VectorLine("selBox", new Vector2[100], lineMaterial, 2.0f);
    16.     }
    17.    
    18.    
    19.     public void Update ()
    20.     {
    21.         if (Input.GetMouseButtonDown(0)) {
    22.         originalPos = Input.mousePosition;
    23.         }
    24.         if (Input.GetMouseButton(0)) {
    25.         selBox.MakeRect (originalPos, Input.mousePosition);
    26.         selBox.Draw();
    27.         }
    28.         selBox.SetTextureScale (textureScale, -Time.time*2.0 % 1);
    29.         }
    30. }
    I am receiving the following error pertaining to the textureScale: "Assets/selbox.cs(28,16): error CS1502: The best overloaded method match for `Vectrosity.VectorLine.SetTextureScale(float, float)' has some invalid arguments"

    I have read the UNIFORM-SCALED TEXTURES section about 10,000 times and it is simply not clicking. I am a very novice programmer so I am certain it is a simple answer that is eluding me. Thanks for your time!
     
  22. Eric5h5

    Eric5h5

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    You need to use "f" to indicate float values in C#, such as 2.0f. Otherwise 2.0 is read as a double. (In Unityscript it's the other way around: 2.0 means float, and you specify 2.0d for a double. Although both languages can use 2.0f and 2.0d to make it explicit regardless of what the default is.)

    --Eric
     
  23. ik2013

    ik2013

    Joined:
    Mar 21, 2013
    Posts:
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    I told you it was simple right? ;D

    Thanks! It compiles now but it is still giving me a solid white line for my box instead of a dashed one. I do get a warning: Assets/selbox.cs(10,10): warning CS0649: Field `selbox.lineMaterial' is never assigned to, and will always have its default value `null'

    I am not specifying the material correctly am I?

    EDIT: Nvm, I changed lineMaterial to a public variable and started messing with the different materials included with the package. Works great now :D
     
    Last edited: May 12, 2013
  24. Eric5h5

    Eric5h5

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    In C#, variables are private unless explicitly specified otherwise (which is the opposite of Unityscript). So you don't have a way to assign the material, and Vectrosity will use its default material, unless you make lineMaterial a public variable.

    --Eric
     
  25. ik2013

    ik2013

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    Yup caught on to that just a moment ago. Thanks!
     
  26. ik2013

    ik2013

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    Mar 21, 2013
    Posts:
    8
    Hey Eric, I'm back with another question. I have written two scripts in C# so far, one for a selection box and one to draw a circle around my "Planet" objects in my scene. The problem is that they are drawing lines to both screen space and world space at the same time. I have several cameras in my scene and the PlanetHighlight script draws the screen space circle in the lower left corner at all times, and when I switch to a specific planets camera I can see the world space circle as well. This script is attached to an empty game object that is a child of my "Earth" object. I wanted to take that approach so I could render the circle around the planet as it orbits the "Sun" object. Right now the circle is rendering at a fixed spot in world space instead of around the parent game object like I intended. The selbox script works as intended when attached to my Main Camera, until I switch to another camera. Then when I use the left mouse button to start drawing the box I am getting a second box at a seemingly random distance away from the other box. Depending on the orientation of the camera it can be hidden off screen, but this is not really a solution I can use. I have attached my scripts and a picture to help you visualize. Thanks!

    selbox.cs
    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using Vectrosity;
    4.  
    5.  
    6.  
    7. public class selbox : MonoBehaviour
    8. {
    9.  
    10. VectorLine selBox;
    11. Vector2 originalPos;
    12. public Material lineMaterial;
    13. public float textureScale = 4.0f;
    14.  
    15.     public void Start ()                                                                            // create the line object
    16.     {
    17.         selBox = new VectorLine("selBox", new Vector2[100], Color.green, lineMaterial, 2.0f);
    18.     }
    19.    
    20.    
    21.     public void Update ()
    22.     {
    23.         if (Input.GetMouseButtonDown(0)) {                                                          // store the mouse down position
    24.         originalPos = Input.mousePosition;
    25.         }
    26.         if (Input.GetMouseButton(0)) {                                                              // draw the selection box
    27.         selBox.MakeRect (originalPos, Input.mousePosition);
    28.         selBox.Draw();
    29.         }
    30.         if (Input.GetMouseButtonUp(0)) {
    31.         VectorLine.Destroy (ref selBox);                                                            // erases the line on mouse-up
    32.         selBox = new VectorLine("selBox", new Vector2[100], Color.green, lineMaterial, 2.0f);       // re-creates the line
    33.         }
    34.         selBox.SetTextureScale (textureScale, -Time.time*2.0f % 1);
    35.         }
    36. }
    PlanetHighlight.cs

    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using Vectrosity;
    4.  
    5. public class PlanetHighlight : MonoBehaviour
    6. {
    7.    
    8.     VectorLine highlight;
    9.     public Material lineMaterial;
    10.     public float CircleRadius = 100f;
    11.     public Vector3 origin = new Vector3 (0,0,0);
    12.    
    13.     public void Start ()                                                                                // create the line object
    14.     {
    15.         highlight = new VectorLine("highlight", new Vector2[500], Color.green, lineMaterial, 4.0f);
    16.     }
    17.    
    18.     public void Update ()
    19.     {
    20.         highlight.MakeCircle (origin, CircleRadius);
    21.         highlight.Draw ();
    22.     }
    23.    
    24. }
    $vectrosity example.PNG
     
  27. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    You'd want to make sure that the cameras exclude the Vectrosity layer (31 by default).

    --Eric
     
  28. ik2013

    ik2013

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    Mar 21, 2013
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    That's got it, thanks!
     
  29. Banksy

    Banksy

    Joined:
    Mar 31, 2013
    Posts:
    376
    Vector Object script:

    Multiple Colours:

    I'm using the x-ray demo. I can view objects as vectors as the plane passes over them... but all the colours are the same.

    Can I change the colour of some of the objects within the component ...
    for example

    EnemyObject = red
    Friendly = blue

    In the Vector Object script below where it says " Color.red " How could I change this to a public variable that can be updated in the inspector by typing basic colours such as red, blue, green, yellow...

     
    Last edited: Jul 9, 2013
  30. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    You can use SetColor or SetColors.

    --Eric
     
  31. Banksy

    Banksy

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    Hi.. yes I just played around with it...

    All is good now... fairly simple really ;)

    import Vectrosity;

    enum Shape {Cube = 0, Sphere = 1}
    var shape = Shape.Cube;
    var color = Color.blue;

    function Start () {
    var line = new VectorLine ("Shape", XrayLineData.use.shapePoints[shape], color, XrayLineData.use.lineMaterial, XrayLineData.use.lineWidth);
    VectorManager.ObjectSetup (gameObject, line, Visibility.Always, Brightness.None);
    }


    p.s Thx for the quick reply..
     
  32. Banksy

    Banksy

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    I'm using vectrosity in conjunction with an Oculus Rift V.R headset...

    For some reason I can view vectored objects both in the masked area and I can see a mirrored image to the right or left as I turn my head..

    If I close my right eye, Ican see the vectored object properly in the masked area. If I close my left eye I can see the masked area.... a simple black plane in front of me but with no vectored object but I can see the vectored object floating in the actual scene unmasked.

    I believe This is because V.R uses 2 lenses to view a single image. I'm not sure how to fix this as its not exactly a Vectrosity problem... more to do with the masking aspect the fact two cameras are working in parallel to produce stereoscopic images.... but any thoughts or tips would be welcome

    I think I have culling on/off on certain objects but I have tried numerous combinations but it still persists.

    hhmm ?
     
    Last edited: Jul 13, 2013
  33. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Unfortunately I don't have an Oculus Rift and don't know how it works exactly with Unity, so I'm not sure I can offer any advice.

    --Eric
     
  34. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    This package has by far the best documentation I've ever seen .
    While I still consider myself an amature programer , I was able to get it working with C#( although all the examples are in JS , but their so well written if you know what your doing getting it to work in C# shouldn't be a problem . ) The docs are extensive and are more fitting of an expensive software framework then a low cost Asset Store asset .
    Thank you .


    If I ever see anything else by you I want on the Asset store I will not hesitate to buy it
     
  35. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Thanks, glad you like it!

    --Eric
     
  36. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    Hi Eric , i'd like to know if theirs anyway for me to combine vector meshes at runtime . I'm working on a simple tile based game and my FPS is already at 55 in the editor( I already know this is going to be bad once I run it on mobile . )
     
  37. Eric5h5

    Eric5h5

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    You can have any number of separate lines in a single VectorLine object if you use a discrete line (as opposed to a continuous line). I'd strongly recommend profiling before you decide what the slowdown actually is, though.

    --Eric