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Xffect Editor Pro: powerful tool to create amazing effects!

Discussion in 'Assets and Asset Store' started by shallwaycn, Jul 3, 2012.

  1. osider

    osider

    Joined:
    Dec 21, 2012
    Posts:
    2
    Hi everyome, having problem with error
    just wondering what should I do to fix this error.
     
  2. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    @osider
    Hi, don't worry about this "warning". It's just a obsolete warning in Unity4.
    Thanks for your feedback, I'll remove it in next version:)
     
  3. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
    Hi,

    heat destrotion sheder always remain front how to send back . because My many objects get problem with this sheder and i'll need this sheder please help me.or pm me.and can you solved this problem in update version
    Xffect Editor Pro..per objects glow is always remain front.how to send back of the objects glow.
     
    Last edited: Jul 26, 2013
  4. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    @Play_Edu
    Hi, sorry for the late respond.

    about the heat destrotion shader, you can edit the xf_heat_distortion.shader, change the 'ZTest Always' to 'ZTest LEqual'.

    and for the per obj glow, I'm planing to fix the problem in next version.
     
  5. Play_Edu

    Play_Edu

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    Jun 10, 2012
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    722
    Thanks for the help.
     
  6. shallwaycn

    shallwaycn

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    @Play_Edu

    Hi, I just submitted the version 3.3.0 which have fixed the 'Glow Per Obj' issue. It should be available on assetstore soon.

    Please check it later:)
     
  7. Play_Edu

    Play_Edu

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    Jun 10, 2012
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    722
    Thanks for the help.
     
  8. juanlink-perez10

    juanlink-perez10

    Joined:
    Aug 9, 2013
    Posts:
    3
    Hi I just bought the package and all, its great, but the glow per object materials don't show anything. Is there a way to fix this? (I'm working on unity 4.0).
     
  9. juanlink-perez10

    juanlink-perez10

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    Aug 9, 2013
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    Also...none of the events systems work.
     
  10. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    202
    @juanlink.perez10

    Hi, the Camera Effect Event need Unity Pro. I remembered that i had noted this somewhere:(.

    If you are using unity pro, can you send me some detailed info here(screenshot, effect settings, etc.)
     
  11. Steve-Tack

    Steve-Tack

    Joined:
    Mar 12, 2013
    Posts:
    1,240
    I bought this a few months ago and just now am really playing with it. Xffect is cool! I recently upgraded to Unity Pro, so I'm getting the cool distortion effects now. NICE!

    So I have a very easy (I think) enhancement request for a future version. I'd like to have a "Game Object Shake" event that works like "Camera Shake", but will take any GameObject. I tried coding that myself and got pretty far, but it doesn't work yet. I may keep at it; I'm still learning a lot about Unity, so I'm quite up to speed on wiring up custom inspectors and all that.

    In my current game, it'll work much better to mostly shake the vehicle that is my camera's parent, like after an explosion. That, plus a *little* camera shake to simulate the pilot getting jostled around a bit should work well.


    UPDATE: OK, I just got it to work. So definitely no rush, but might be a quick feature to add at some point.
     
    Last edited: Aug 13, 2013
  12. toto2003

    toto2003

    Joined:
    Sep 22, 2010
    Posts:
    528
    hi shallway
    i got an error and can t build for ios with the latest unity 4.2, but working fine on 4.1.5
    Assets/Xffect/Script/Component/XffectComponent.cs(156,17): error CS0103: The name `oldMesh' does not exist in the current context

    any idea?

    thanks
     
  13. shallwaycn

    shallwaycn

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    @Steve Tack
    Hi, glad you have got it to work by yourself, but I suggest you to use iTween to shake game object instead of using Xffect Event:)

    @toto2003
    Hi, sorry about that, I forgot to replace this variable in version 3.3.0, you can fix it by replacing line of XffectComponent.cs(156,17) to this:
    Destroy(obj);
     
    Last edited: Aug 13, 2013
  14. Steve-Tack

    Steve-Tack

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    OK, can you elaborate? Sorry for being such a noob, but I've never used iTween. I did notice that the camera shake code isn't ideal for a vehicle, since it looks like it directly changes position and rotation, so it messes up the player's control of the vehicle while the shake is happening. So ideally I think I need to have it affect the rigidbody of the vehicle (I think). I do like the convenience of having things like sound effects as events on the particle effects, but I'm certainly open to different/better ideas.
     
  15. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    @Steve Tack
    I'm afraid iTween will also changes the position and rotation directly, but it's more easier to use, just one simple line of code can shake the game object:
    iTween.ShakePosition(obj, amount, duration);
    you can check the documentation here:http://itween.pixelplacement.com/documentation.php

    If you want to shake a vehicle, I think the only solution is to write your own code to shake the position with ‘vector addition’, I guess:)
     
  16. toto2003

    toto2003

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    Sep 22, 2010
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    @Steve Tack
    try gokit it has a shake position and rotation on object. and it s free
     
  17. toto2003

    toto2003

    Joined:
    Sep 22, 2010
    Posts:
    528
    hello shallway
    i encounter a weird bug, i ve made a prefab from xffect, and drop it into my scene, for some reason it didn t work anymore and throw me these error
    UnassignedReferenceException: The variable MyCamera of 'EffectLayer' has not been assigned.
    You probably need to assign the MyCamera variable of the EffectLayer script in the inspector.
    UnityEngine.Component.get_transform () (at C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/Editor/UnityEngineComponent.cs:21)
    Xft.Sprite.Transform () (at Assets/Xffect/Script/Sprite.cs:308)
    Xft.Sprite.Update (Boolean force, Single deltaTime) (at Assets/Xffect/Script/Sprite.cs:417)
    Xft.EffectNode.UpdateSprite (Single deltaTime) (at Assets/Xffect/Script/EffectNode.cs:446)
    Xft.EffectNode.Update (Single deltaTime) (at Assets/Xffect/Script/EffectNode.cs:615)
    EffectLayer.FixedUpdateCustom (Single deltaTime) (at Assets/Xffect/Script/Component/EffectLayer.cs:847)
    XffectComponent.Update () (at Assets/Xffect/Script/Component/XffectComponent.cs:362)
    UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/BuildAgent/work/cac08d8a5e25d4cb/Editor/MonoGenerated/Editor/EditorApplication.cs:227)


    i m using unity 4.2 targeting android and have multiple camera in my scene... but what is strange is i drop the same prefab in a new scene or the xffect demo scene, and i dont got these error. any idea? i can t see where a could drop this myCamera variable.

    thanks for your help
     
  18. toto2003

    toto2003

    Joined:
    Sep 22, 2010
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    ah nevermind, i just deactivate all my cam for some reason... ouch
    work all fine now

    any chance to get an AWESOME fireball effect? :)
     
  19. Steve-Tack

    Steve-Tack

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    Mar 12, 2013
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    Yeah, I think I can code something myself to get the effect I want. In practice, it's a little bit more involved than I thought. In terms of the vehicle, I might try a rigidbody.AddForce() from the direction of the blast and then a random rigidbody.AddTorque() to give the vehicle a bit of spin. Combine that with a little bit of regular camera shake, and it could be interesting.
     
  20. juanlink-perez10

    juanlink-perez10

    Joined:
    Aug 9, 2013
    Posts:
    3
    Hello, It's me again, I´m using Unity 4.2 PRO, also running on xffect 3.3.0 but the glow_per_object still renders in front of everything on the scene.


    On a side note, I'm developing for the PS vita PS3, do you know if the particle effects work properly on these plataforms, or is there any issue I should know about or be careful of when using the particles?

    Thank you in advance :D
     
  21. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    @toto2003
    Hi, I'll try to make a cool fireball in next version:)
    @juanlink.perez10
    That's weird, I remember that i had tested glow_per_object of last version very well..anyway, I'm preparing for the next big update now, I'll check it again:)

    and about the PS platform, I didn't test it yet, but it should works fine because i have fixed every warnings about platform compatibility in Xffect:)
     
  22. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    hi, everyone

    I have just submitted version 3.4.0, a new render type has been added, please check it later:)
     
  23. Simie

    Simie

    Joined:
    Oct 26, 2012
    Posts:
    454
    I'm using Xffect on mobile, and I've noticed that XffectComponent.LateUpdate() creates garbage every frame. I took a look and replaced all the foreach loops with for loops, and the allocations disappeared. It might be a good idea to go through the code and replace all the foreach loops with for loops, since foreach loops seem to cause garbage.
     
  24. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    202
    @Simie
    Thanks for your advice, I'll take a look at that.:)
     
  25. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    Version 4.0.0 is available:)
     
  26. projectskillz

    projectskillz

    Joined:
    Jun 10, 2013
    Posts:
    6
    There is a major bug:
    If you are using multiple cameras your script only picks up on the first current camera. And then when other cameras are enabled you dont have a way to manually assign a camera to an effect.

    What should I DO???

    What I mean is for the sprites they are facing the first camera but dont face the second or third cameras.

    My setus is I am disabling the other two cameras on start and then once that character becomes active his camera is enabled. Your effects dont look for the active camera.

    What should I do???
     
    Last edited: Nov 8, 2013
  27. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
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    Hi! projectskillz

    Sorry, I didn't check here very often, you can leave this issue at here: http://shallway.net/xffect/forum/

    I haven't thought of this situation, very sorry for that.

    Try to modify this script: EffectLayer.cs

    at line 605, you should see:

    Code (csharp):
    1.         public Camera MyCamera
    2.         {
    3.             get
    4.             {
    5.                 if (mCamera == null)
    6.                     FindMyCamera();
    7.                 return mCamera;
    8.             }
    9.         }
    change the above code to:

    Code (csharp):
    1.         public Camera MyCamera
    2.         {
    3.             get
    4.             {
    5.                 if (mCamera == null || !mCamera.gameObject.activeInHierarchy || !mCamera.enabled)
    6.                     FindMyCamera();
    7.                 return mCamera;
    8.             }
    9.         }

    I think this hot fix should solve the problem, if don't, please tell me...

    And by the way, I will fix this bug in the next version, current version is 4.1.0
     
  28. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    202
    @projectskillz

    good news, I just submitted version 4.1.1 which has fixed the camera bug you mentioned.

    please check it later:)
     
  29. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    Does this output shuriken particle affects or is it some sort of custom script solution? I really would prefer to just use shuriken, but a neat tool to easily create the effects I could see being a huge help.
     
  30. Krileon

    Krileon

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    Oct 30, 2012
    Posts:
    642
    Any idea regarding this? Can't seam to find any information on exactly what Xffect Editor outputs.
     
  31. Steve-Tack

    Steve-Tack

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    Mar 12, 2013
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    1,240
    It does not use Shuriken; it's a completely custom particle system with its own settings.
     
  32. Krileon

    Krileon

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    Oct 30, 2012
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    Ok, thank you!
     
  33. PanCotzky

    PanCotzky

    Joined:
    Jul 31, 2013
    Posts:
    5
    Is there any problems with your support forum? I can't enter it.
     
  34. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    @PanCotzky
    Hi, can you enter it now? the web hosting is in US, there should be no problem if i can enter it..i'm in china:(

    @Steve Tack
    Thanks very much for the reply to @Krileon, i haven't been there for a long time, sorry.
     
  35. PanCotzky

    PanCotzky

    Joined:
    Jul 31, 2013
    Posts:
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    @shallwaycn
    That is interesting. I can't enter your website normally, but I can if I use anonymizer. That's realy odd.
     
  36. Jonathan-Bro

    Jonathan-Bro

    Joined:
    Apr 11, 2013
    Posts:
    35
    I'm very interested in buying Xffect, but I need to know if it offers this functionality specified here.

    I need for a trail to leave behind particles/effects based only the parent position (local). I can't use Unity's trail renderer effects since the particles are located in world space it seems.

    (exact same visual effect as #5 in your demo with it moving around in world space)
     
  37. gtotoy

    gtotoy

    Joined:
    Jan 17, 2014
    Posts:
    1
    Hi,
    I had an issue using the GlowPerObj effect with the 4.2.0 version of Xffect. For some reason when my camera moved under some value in the Y axis the rendered texture in the Game window view was inverted. I traced the problem to OnRenderImage member function of XftCamereEffectComp script and the problem dissipated when I changed the depth parameter in the creation of buffer1 and buffer2 from source.depth (with 24) to 0 (with 16 works too). I made that change because buffers were created with 0 depth in GlowPerObjEvent script.

    $Xft.jpg

    I would like to know if this change is ok, Is there a problem using depth of 24 ?, Why does creation of buffers in GlowPerObjEvent script use 0 depth and XftCamereEffectComp script use source.depth ?
     
    Last edited: Jan 20, 2014
  38. TriplePAF

    TriplePAF

    Joined:
    Aug 19, 2009
    Posts:
    246
    Hello,

    My antivirus software won't allow me to access the tutorial website:


    High Risk Website Blocked
    Location: http://shallway.net/xffect/doku.php?id=en:main
    Access has been blocked as the threat Mal/HTMLGen-A has been found on this website.
    Return to the page you were previously viewing.


    Please fix it!

    Peter.
     
  39. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    @gtotoy
    You are brilliant! Thanks for your feedback, this strange problem has confused me for a very long time, and you just solved that, Thanks!

    @Peter
    That's very strange.. this url is just a dokuwiki site, there shouldn't has any risk..

    I'll contact the host manager try to fix it, thanks for the feedback

    And, If you guys can't wait for the reply, please email me, Thanks!
     
  40. Assassinbeast

    Assassinbeast

    Joined:
    Nov 4, 2013
    Posts:
    31
    Hello, Im really interested in this tool, mainly because of the ribbon trail option, What Im looking for is something like this;
    $scsample_211.jpg

    Dont need to be exact same, but can your tool provide this kind of effects? If so will there be any documentation for how its made :) ?

    加我q 1283021796

    Thanks
     
  41. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
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    Xffect的Ribbon Trail不适合做刀光。

    这种效果一般都需要专门的插件,比如3dmax的 Ghost Trail插件。

    可惜Unity貌似目前还没有这种插件,我也想做一个,但是担心会耗费太多时间,而实际市场需求很少,哈、
     
  42. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    .....
     
    idurvesh likes this.
  43. shallwaycn

    shallwaycn

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    Apr 3, 2012
    Posts:
    202
    @ZJP

    Thanks for the translation:)

    I thought nobody will come to this thread anymore, so i used chinese in that reply:(

    About the Weapon Trail effect, actually Xffect's Ribbon Trail can make it, but it's not a perfect solution.

    Maybe I'll consider to make a specific weapon trail plugin in the feature.:)
     
    idurvesh likes this.
  44. ISlandFace

    ISlandFace

    Joined:
    Feb 18, 2013
    Posts:
    9
    Is there a way to make a particle stick with a moving parent object or once the particle is emitted, it can't be moved except by the predetermined settings?
     
  45. LwoYr

    LwoYr

    Joined:
    May 6, 2015
    Posts:
    4
    Hello,
    I use the shader "xft_displacement_screen" in xffect to creat heat distortion effect, but when i turn the camera hdr on the effect gose wierd.
    when the distortion happens on the outline of the mesh it remains dark pixels at the origin place.
    this problem shows when using built-in shader and particles. It works fine whith shader created by shader forge.
    Is there anything I can do to solve that ?
    thanks~
     

    Attached Files:

  46. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
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    I noticed this problem before, but unfortunately I didn't find out what causes this problem:(.

    However, you can try this modified shader, if it still doesn't work, maybe you can upload the two shaders that your mesh used to me, I'll try to figure it out.
     

    Attached Files:

  47. LwoYr

    LwoYr

    Joined:
    May 6, 2015
    Posts:
    4
    I tried this new custom shader. It will bring some of the mask color into the graphic but at least the dark pixels went away that really helps a lot .
    Thaks again man~That's very nice of u~
     
  48. LwoYr

    LwoYr

    Joined:
    May 6, 2015
    Posts:
    4
    By the way , I notice there is another bug today is that when I put some solid mesh between the distort particles and the camera, the distortion effect is still rendered.
    that will be odd if I was in a room and I can still see the heat distortion in another room.
     
  49. shallwaycn

    shallwaycn

    Joined:
    Apr 3, 2012
    Posts:
    202
    The "screen-distort" shader means it will always distort the screen part which is always on top of other objects;)

    I'm sorry this known issue can't be fixed:(
     
  50. joliver82

    joliver82

    Joined:
    Jul 14, 2015
    Posts:
    2
    Hi,

    Probably I'm the only one here still using unity4 but I have some projects half-way I'm working on I started with unity4. I purchased xffect log ago. Is there any way I can get the last release you posted supporting unity4?

    Thank you