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Платные дополнения из Unity AssetStore и других коммерческих сайтов

punkvideo

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#1
Хотелось бы в этой теме выкладывать описание дополнений из Unity Asset Store и других коммерческих сайтов.
Новинки, кто купил и попробывал в проекте.
 

punkvideo

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#2
Начнем с Unity Asset Store:

Asset Preview

Очень интересная тулса для просмотра ваших ассетов и прифабов для дизайна уровней. Спомощью этой тулсы вы сможете очень быстро и просто искать свои модели визуально
Ссылка на Asset Store http://u3d.as/content/wit-entertainment/asset-preview/2Lz
 

Вложения

Admin

Демон ]:->
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#3
2D Toolkit

Отличный плагин для 2D игр и спрайтовой анимации.

http://unikronsoftware.com/2dtoolkit/



Performance
2D Toolkit is efficient. We go out of our way to make 2D Toolkit the most efficient sprite solution in Unity. As much work as possible is done during the atlas build stage, and you are not burdened with a large number of Behaviours attached to your GameObject. As a result, you can concentrate on whats really important; drawing as many sprites as possible!

Familiar Workflow
2D Toolkit is built around familiar Unity principles. It integrates seamlessly into Unity, and stays out of your way until you need it. Mix and match with any other Unity tool.

Top Notch Support
Have a problem with 2D Toolkit? Have some questions on how to best use a certain feature? We usually solve your problems within 24 hours! Use the form on the support section to get in touch with us.
We also constantly improve the product, rolling out free updates on the Unity Asset Store.

Optimized for Mobile
Blazing fast runtime code, optimized for mobile from design. This means the bare minimum of allocations at runtime too.

Super lean C# runtime
Everything which can be done offline, is done offline. Minimal runtime code means less bloat, and more speed! 322 lines for TextMesh, and 637 lines for Sprites, at last count.

Sprites
2D Toolkit is a fire-and-forget system. Set up your sprite collections once, and when any of the source textures change, atlases will automatically be regenerated. Each sprite collection can now generate multiple atlases if necessary, using them is completely transparent.

Sprite Sheets
Source your sprites the way you want to. 2D Toollkit can source sprites from regular sprite-sheets, and they will be automatically trimmed and merged.

Sprite dicing
This feature unique to 2D Toolkit lets you dice up your large sprites to save fill-rate and atlas space. You tick the "Dice" checkbox, set up sizes, and we do the rest.

Sprite Animations
Sprite animations are a snap to set up. Pick the first frame of your animation and the system will auto-fill the rest of them out for you. More time saving tools coming!

Text
Import fonts from BMFont, Hiero and the the excellent Glyph Designer. Supports sparse character sets, and super fast runtime which doesn't allocate memory constantly.

Sprite Batcher
Our Static Sprite Batcher is an efficient way to build backgrounds. Place sprites where you need them, and click Commit to bake it down to a mesh.

Atlas Generation
Don't waste your time packing atlases. Hand it to the system and it manages the rest, even when your source files change.

Your Workflow
We don't interfere with your workflow. You don't need to code to create a sprite, simply click Create > tk2d > Sprite.

Colliders
Set up automatic and custom box colliders. You can also set up polygon colliders with multiple shapes for each sprite. No more going back and forth into your 3D package to set up polygon colliders. Build complex levels with collision using the Static Sprite Batcher.

Animated colliders
2D Toolkit will automatically animate your box colliders when you have set them up for your sprites.
 

А[на]томик

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#4
https://www.assetstore.unity3d.com/en/#!/content/25366
SimpleLOD
Уменьшает количество полигонов по мере удаления от камеры автоматически, простой плагин в Юньке создаёт заказанное количество LODов и берёт на себя работу с ними. В принципе, очень удобная штука, визуально момента замены ЛОДов не видно. Если я правильно понял, умеет заменять геометрию и сам перерисовывает текстуры для ЛОДов.
Минусов 2:
1. Сделанный вручную ЛОД значительно лучше экономит ресурсы. Так самый удалённый ЛОД от СимплЛОДа у моего домика уменьшил полигоны с 6 тысяч до 1.5 тысяч, а вручную я сократил их до примерно десятка. Правда, в своих ЛОДах можно и напортачить, да и дистанцию замены выбирать приходится с умом, о чём в Симпле думать не надо. Так что это не совсем минус, скорее особенность.
2. Я не разобрался с коллизиями. Симпл работает так, что даже вплотную он показывает не базовую модель, а ЛОД-0. Я в домике сделал коллизию автоматически, выставив галочку в инспекторе, но в ЛОД-0 эта коллизия не перекочевала. В результате через домик можно ходить. Попытка выяснить детали с автором особой ясности не внесла, поскольку он не говорит на русском, но вроде как надо как-то иначе делать коллизию. Вот, что он написал:

Sorry Igor,

I totally don't understand what you are writing. You sound a bit like Yoda :-D

But I will try to explain the workings for you:
SimpleLOD creates LOD meshes. That's it. Nothing else.

So if you have a GameObject it will typically consist of these components:
- MeshFilter
. This is where you set the mesh for rendering (the visible mesh)
- MeshRenderer
. This is where you set the material (color etc.)
- MeshCollider
. This is where you set the mesh for the collider (usually a simplfied mesh for detecting collissions, you can't see this mesh at runtime)


After using SimpleLOD you will have and extra component:
- LODSwitcher
. This is where you set the LOD meshes for rendering

The LOD Switcher will hold 4 meshes in total:
- LOD 0 - this is your original mesh, nothing changed
- LOD 1-3 - these are simplified meshes
But all these are for rendering only. Not for collissions.

The LOD Switcher will replace the mesh in the MeshFilter with the one it keeps for LOD 0..3.
The MeshCollider remains untouched.

So if you set up your GameObject without any LOD levels and with a working MeshCollider, then run SimpleLOD onit, you will still have a working gameobject including your original Collider.
 
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