[Best Development Tool Finalist] MegaFiers - 2 40x Performance & Loads of New Features

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Today saw the release of our All New MegaFiers - 2 Mesh Deformation System. After more than 10 years and over 300 Updates to our original MegaFiers we have finally completed a full rewrite of the asset and made some massive improvements making the system much easier and more fun to use and bringing amazing performance improvements as well.

Firstly we rewrote all the Modifiers and some other core systems to make use of Unity Jobs and the Burst Compiler, this allows MegaFiers - 2 to run at 40x the Speed, this not only means you can have more deforming objects in your games than ever before but also makes the Editor a lot faster. The all new Rocket Demo scene included in MegaFiers - 2 has 17 Rockets deforming in different ways and when run using the Original MegaFiers it used 96ms per frame, the same scene in MegaFiers - 2 uses only 2.4ms. As well as that Speed Increase we have added systems that Auto Disable any mesh updates or other heavy CPU actions if they are not required again adding even more performance.

The Workflow with MegaFiers - 2 has also seen a major overhaul, it is now much easier to Add and Remove deformations to your Objects, the Undo system is now fully functional, and deformed objects can be copied just like any other GameObject. And now Deformed Objects just work with the Prefab system so no more messing with Menu options to copy or make prefabs, just drag an drop. MegaFiers - 2 also works properly now with the Unity Animation window making it very easy to create fun deformations for any of the Modifiers.

The full rewrite has also allowed us to strip out years of custom code and work arounds required each time Unity changed the way things worked or depreciated features, so the code is no longer bogged down by all that baggage.

Another major new feature is MegaFiers - 2 can now deform Sprites as well as 3D Meshes, so you can bring all sorts of fun animations and effects to your 2D Game projects as well, and along side that we now have Complete Support for Text Mesh pro objects both Meshes and UI versions so you can Twist, Stretch, Bend any of your Game text be it in your Game World or on your UI.

A feature that has long been needed as also been added with MegaFiers - 2 now able to deform Groups of objects as if they are a single object, this gives you a lot more options in how you can apply MegaFiers - 2 to your game. Along with Groups we also made it simple to have a Collider Mesh deform along with your objects so you can now have a simple Mesh Collider object deform and be updated with much less over head than having to use complex meshes for colliders.

Also added its ability to drive the deformation of a Complex mesh from a simple version which is great if you have a complex stack of deformations and want to deform an object with a lot of small detail, the simple mesh is deformed and the Complex mesh is only updated via one simple deformer greatly reducing the CPU usage and along with our all new Jobs and Burst Normal calculator bringsd even more performance gains to MegaFiers - 2.

So that is some of the new features we have added to MegaFiers - 2, please check out our videos for more info, and check back as we continue to improve and add to this new version.

New Features

  • Full rewrite of all core systems
  • Rewrite for Unity 2019.1 and newer
  • All modifiers converted to use Unity Burst and jobs.
  • New normal calculation system using Burst that is as fast as the Unity calc normals but preserves groups etc
  • Rewritten to use Burst and Jobs for between 5 to 50 times performance improvement
  • New auto disable system which will detect when a mesh does not need updating
  • Virtually no slow down when editing scenes with lots of modifiers
  • Seemless integration into Unity prefab system
  • Copying of objects now just works
  • Undo system fully functional
  • Animation window properly detects changes for easier animation of deformations
  • All workarounds for previous versions of Unity removed, streamlining the systems and improving performance
  • Wrap system updated and working with Burst for 5 times performance improvement
  • Path deform modifiers now uses Burst for spline interpolations gaining 20 times performance boost
  • Attractor modifier also makes use of Burst for finding nearest point on splines for 10 times boost in perfomance
  • Sprite deformation system, now you can stretch, squash, bend your Unity sprites.
  • 2D FFD/Lattice modifiers specially for working with sprite
  • Full Text Mesh Pro support, both mesh and UI versions, updates with changes etc. Deform your UI text or 3d text.
  • Group deform support, deform multiple objects as one.
  • Support for deforming ProBuilder objects.
  • Improved Scroll making system, automatic setup.
  • Add your own modifiers.
  • Use low poly meshes to drive deformation of high poly ones
  • Works on all Graphic Pipelines
  • Works on Unity Platforms including VR and AR
  • Reorder modifier stack by dragging components in inspector
  • Proxy Mesh Collider option for faster collider updates
  • Improved worflow with simple dropdown box for adding modifiers
  • Quick edit area showing main params for all attached modifiers and quick disable/enable
  • Limit Deformations to parts of Meshes using Vertex Color weighting

Other Features

  • Conform meshes to terrains or ground objects
  • Procedural box mesh
  • MegaShapes Lite Bezier spline system
  • Import animated splines directly from 3ds max
  • Make animated Splines inside Unity with our Spline Keyframe system
  • Turn splines into line meshes with spline to line/tubes or fill to mesh options
  • Spline exporters available for 3ds Max, Maya and Blender.
  • Kml, SVG, OSM spline import support
  • Wrap Mesh, wrap a mesh to a deforming mesh, great for clothing or facial hair etc
  • Animated Book
  • Attach objects to deforming mesh surfaces
  • Paper Scroll System
  • Bezier Patch image deform
  • Spline Path Follow System, objects, Rigid Bodies, Character Controller
  • Draw Spline at runtime system
  • Animated Hoses, connect two objects with deforming animating hose
  • Tracked Vehicle system
  • Train Follow system
  • Train Tracks system
  • Camera Orbit script

Included 50+ Modifiers

  • Bezier Attractor
  • Bend
  • Bubble
  • Bulge
  • Collision Deform
  • Conform
  • Conform Multi
  • Crumple
  • Curve Deform
  • Curve Sculpt
  • Curve Scult Layered
  • Cylindrify
  • Deformable
  • Displace
  • Displace Limits
  • Displace Web Cam
  • Displace Render target
  • Dynamic Ripple
  • FFD 2x2x2
  • FFD 3x3x3
  • FFD 4x4x4
  • 2D versions of FFD for Sprites
  • Globe
  • Hit Deform
  • Hump
  • Melt
  • Noise
  • Page Flip
  • Paint
  • Path Deform
  • Pivot Adjust
  • Point Cache
  • Push
  • Radial Skew
  • Ripple
  • Rolled
  • Rope Deform
  • Rubber
  • Scale
  • Simple Mod
  • Sinus Curve
  • Skew
  • Spherify
  • Squeeze
  • Stretch
  • Taper
  • Tree Bend
  • Twist
  • Vertex Anim
  • Vert Noise
  • Wave
  • Waving
  • World Path Deform

Space Warps

  • Bend
  • Bubble
  • Cylindrify
  • FFD 2x2x2
  • FFD 3x3x3
  • FFD 4x4x4
  • Globe
  • Hump
  • Melt
  • Noise
  • Ripple
  • Sinus Curve
  • Skew
  • Spherify
  • Squeeze
  • Stretch
  • Taper
  • Twist
  • Wave
  • Waving
  • ZStretch Noise
3 Likes

As the Submission process took a week longer than expected due to Unity losing the asset I have already submitted an update to the store with some improvements, a few fixes and some new features. And a couple more videos of some features.

Changes in v1.01

  • Fixed Issue in Group system for some modifiers if objects were different sizes
  • Fixed Exception if Attach systems Modify object is deleted.
  • Fixed Group system adding Particle system objects as meshes when using Add All Child Meshes button
  • Added Gantry Object to Asset
  • Added Can now Disable an Object in the group from being deformed.
  • Added Can now Toggle Group deformation
  • Fixed Issue with Gizmo size being wrong in a group.
  • Fixed Issue stopping Undos updating meshes on prefab objects
  • Fixed Modifiers not working on Text Mesh Pro UI objects until Text Changed
  • Fixed Wrong calculation in the Burst/Job AnimationCurve evaluator
  • Improved Auto Disable system
  • Fixed Out of range evaluations on Burst Animation curve
  • Added Option to use vertex Colors to control deformation amount
  • Added a Weight value so you blend between no deformation and full deformation
  • Added option to disable Jobs
  • Wrap system now has option to get bounds info from target mesh resulting in a nice speed up
  • Wrap system now has local space option which allows wrapped object to be moved relative to the target
  • Change Wrap so it you can now update a complex mesh with a complex stack of modifiers applied to a simpler version of the mesh
  • Wrap system can now auto disable if target mesh is not changing
  • Big speed up in the Wrapping setup code
  • Added Attach System for Wrap objects
  • Attach system streamlined making it easier to use
  • Option added to Modify Object to Automatically attach any children to the deforming mesh
  • Option added to the Wrap system to Automatically attach any children to the wrapped mesh
3 Likes

This looks amazing!!! Wow.

I had so much trouble with undo in V1 I had to go with another solution (sad because megafiers still had richer features, on paper) but it seems like that’s solved here + seriously huge improvements so I’m beyond excited to be able to use megafiers again. Thank you for this update!

Also, do this mean anything for MegaShapes? If i recall correctly there were somewhat closely tied before?

We will be doing new versions of most of our Assets to make use of Jobs and Burst where we can. I have done a lot changes to MegaShapes over the years which have not appeared in the Store version as I use it in dozens of systems in our game project and that has meant a lot of things have changed and I will bring those changes to a new version of MegaShapes as soon as I can, I have things like Spline Interpolation done with Jobs and Burst which makes the Path Deform modifier up to 50 times faster than it was.

2 Likes

Oh brilliant, been waiting for this day for ages, so many new things to look at and I can’t wait to try it. Has the Bezier Attractor Modifier also benefitted from the speedup, hoping so as that is a major part of one of my projects and it was pretty heavy on CPU? Going to work through the videos to see what’s new.

Yesh the Bezier Attractor modifier gets a very large boost in performance as the Spline functions have been moved over to Burst and Jobs as well so getting up to 50 times less CPU in that modiifer.

The Wrap system has been updated and improved so can now also be used to drive complex deformations on high detailed models faster by using a low poly model and transferring the changes to the high res model.

Another quick update to further improve the Wrap system and fix a couple of small issues.

Changes in v1.02

  • Noise modifier optimized so only evaluates an axis if Strength value is non zero
  • Fixed Shrink and Gap values changing not triggering an update to Wrapped mesh
  • Wrap now works correctly with Skinned Meshes and Blendshapes
  • Fixed an issue with Wrap not working with Skinned meshes that had just blendshapes and no bones
  • Added system to Wrap to keep track of Blendshape weight changes so Wrap will only update when it needs to

@SpookyCat

Congratulations! Nice improvements.
I bought version Mega-Fiers 3 months ago. Is this a free update? Thanks.

Afriad not, this has taken many months of time to get working, and after 10 years of 300+ free updates and new features I can’t afford to keep going without charging for the new version, there is an upgrade path though so its not full price.

@SpookyCat

I definitely understand your point of view. Some people bought Mega-Fiers a long time ago and you can’t work for free but $100 to upgrade something I bought 3 months ago is kind of expensive.

I also bought Megawire, Mega Scatter and Mega-Grab two months ago. Does that means I will have to pay again for all of them too? :face_with_spiral_eyes:

1 Like

I am sorry about that :frowning: You would think Unity would add a sliding scale of prices for updates so newer customers would pay less and after x years then its full price or something but they don’t offer that at this time.

The next assets that will be getting new versions are likely to be MegaFlow as that can really benefit from Burst, MegaBook again a good candicate, and then MegaShapes as that one is being used an awful lot in our own game project so has seen a few years of improvements that have not made it to the store version yet.

Had a feature request that didn’t make it into the initial release but as the sumission took so long I had a chance to finish it off so we can now use MegaFiers to build Blendshapes from the deforming meshes. MegaFiers already works perfectly together with Unity Blendshapes but with the Blendshape Workshop you can build up really complex Modifiers stacks on high res models then convert them to either single frame or multi frame Blendshapes you can then use those Blendshapes directly. Great for any predefined or baked effects you might want to do but at the expense of runtime flexibility.

If anyone has any features they would like to see added then just let me know, will do my best to add whatever I can.

Changes in v1.03

  • You can now add the deformations you create as BlendShapes to the object so allowing you to make complex deformations and save those out for much faster animation. You can add frames, remove them, add multiple BlendShapes etc
2 Likes

Great news on the Bezier Attractor speed up :slight_smile: You have made so many improvements I cant wait to try it out and already new features being added. I am sure I can come up with some more stuff once I get my hands on it.

@SpookyCat do you have a video example of the FFD 3x3 or 4x4 with the new asset ?

I can do that, it does look exactly like the old one but guess can do a performance test.

@Pode - Did a quick Benchmark with FFD3x3x3 on the Rocket mesh, in old MegaFiers it was 4ms in the new its 0.25ms so 16x faster, but also dragging of the handles in Edit mode is massively faster. Video later tonight.

1 Like

Wasn’t quite right in my earlier test, I was comparing 1 FFD in old MegaFiers to 3 running in new version the correct figures are 0.34ms running 2x2x2, 3x3x3 and 4x4x4 on the Rocket and the same scene in the old version ran at 12.34ms so this version is 36x faster for FFD’s. Note also with the Auto Disable feature in the new version if you are not actually changing any knot positions then it will use no CPU time unlike the old version which updated everyframe regardless.

I made a video showing that and also the improved editing workflow, I simplified the Gizmos so there is less clutter and you can now select and move multiple knots on the lattice making it much easier to work with.

1 Like

What do you think about adding a “prepass” option which allows you to subdivide the mesh (1.5x, 2x, 3.24x, and so on) and is applied before ANY modifiers apply and/or per modifier (before that modifier applies)

Might also be useful in the opposite direction where the mesh is simplified.

I can imagine it getting kinda complex (how to handle normals? how to handle holes or meshes with errors? use a library or your own solution?) but putting it out there in case it’s easier than I imagine :slight_smile: