Customizable Scifi Holo Interface [Released]

Hi, I’m a french UI/Concept Artist & Animator working in the videogame industry. I’ve been using Unity for the past years on my personal and professional projects.
As a huge sci-fi interface fan, I felt I could bring some interesting stuff to the asset store.

Whether its for decorum purpose or interactive ‘in world’ screens, in-world GUI needs a real attention to detail. The asset store and its contributors always helped me when I needed something, I’ve seen a lot of amazing toolkits and shaders, gui, interfaces and such. And I realized that I could contribute with my own talent.

That’s why I’m introducing to you a new assets line ‘Excelsior Assets’, along with its first pack :

>> Customizable SciFi Holo Interfaces






>>WEBGL Demo<<

Note: normal maps are not quite handled in webgl, hence the differences with the screenshots.

I want these holo interfaces to be easily customizable while still keeping with the highest quality possible. While also being mobile friendly.
This first asset pack features examples, assets, animations, entirely customizable, made in world space canvas, so you can add your own layout elements easily. There’s also a special component that automatically handle the appearance and disappearance of the holo interfaces.

I also plan to keep updating it freely with new elements along time, but also eventually creating separate package in case of a very different content.

After this first release, I’ve planned numerous other subjects and assets to cover : alien interfaces, more holograms stuff, retro anime sprite based interfaces etc…

Feel free to share your impressions, thoughts, question, or even suggestions if you think there’s something I shall add or something I should put more emphasize on. Or something you would really like to see in my future plans. I’ll be happy to answer you and discuss.

Note this is compatible with all SRP, and built-in pipeline (as we’re only relying on Unity UI)

Compatibility included in Dialog System

2 Likes

The package has just been released on the asset store >> you can get it here <<

This looks great!
This might be a dumb question, but can these elements be used on an orthographic camera?

Hi!
Not dumb question at all :slight_smile:
These can be definitely used on an orthographic camera (and the interactive parts will still work as well)

example:

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SWEET!
Thanks for the reply.
Will definitely pick this up today.

I’ve been looking for something like this a while now. Keep up the good work!

Great, don’t forget to give it a review if you get time. That helps a lot :wink:

That said, the trailer is here:

  • an update (content addition) is coming soon with a few more graph assets. Several others free content addition are planned for the next months.
    As the first weeks of release are ending, the asset price will also rise up to its original intended price.

Bought this. Glad to hear that more is coming in the future.

Thanks for your support :wink:
The upcoming update (waiting for validation actually) does not contain a lot. It’s a little bit of polish submitted along with the new presentation of the asset on the shop page.
But the updates after that are planned to add more exotic elements.
And one of those updates will include a premade holo interface with a countdown system for timers/clock and stuff.
I think it will be useful for many people.

(and please don’t forget to add a review on the asset store if you like it, that always help :slight_smile: )

2 Likes

The update is released!
By the way, I’ve put in priority something else for the next update (client is king so… ^^) , which should allow you to create nested interfaces.(so no more flat hierarchy)

1.4 version is on the way, I’ll submit it soon. The validation should take around a week:

  • fix : call disappear, cut it with a direct disappear and start again won’t make break anim anymore
  • ‘optional’ nested interface anim managers support
  • specific ‘wait’ mode triggerable for the nested IAM
  • new ‘digital nest’ holo interface example added
  • InterfaceAnmElement.cs : simplified & more coherent animation states
  • InterfaceAnimManager.cs rewritten : disappear end more precisely detected
  • InterfaceAnimManagerEditor.cs better handling of invert delays
  • Interactivity added on ‘Meticulous Lock’ example
  • Interactivity added on ‘Archeologic Inventory’ example
  • two new sounds added
  • circle08.psd polished
  • darkener wallRing.mat
  • new hierarchy on some scripts that use the inspector(/CSFHI/ added)
1 Like

Dear Immu:

We bought it and use it in project,
now I have a problem:
I make the UI gameobject(with InterfaceAnimManager) as prefab,
When I load prefab by Resource or Instantiate the prefab,the Editor show error:

“NullReferenceException: Object reference not set to an instance of an object
InterfaceAnimManager.startDisappear (Boolean direct) (at Assets/Plugins/Excelsior/CSFHI/Scripts/InterfaceAnimManager.cs:404)
InterfaceAnimManager.Start () (at Assets/Plugins/Excelsior/CSFHI/Scripts/InterfaceAnimManager.cs:54)”

I had a lot of UI to show, and can’t put every UI on stage before, what can I do?

Thanks

Hi vml933,
I’ll look at that problem asap (I’ll reply in the next 12 hours).

Thanks for report.

Edit:
Can you give me an email adress through private message, (apparently you didn’t enabled private conversations) so I can send you the updated package as soon as I’ve found a solution?
(unity asset store submission can take an entire week before the update, so It will be easier for you if I send you the update directly…)

Thanks.

The issue has been fixed :slight_smile:
Support for Interface Anim Manager in Prefabs is now included in the next update I’ll submit by the end of this week (and which should be validated a few days after)
(again, as said above, if you need it asap, send me a mail adress ;))

Thanks!

Thanks for the reply.
Here is my company email: mark@brightideas.com.tw
look forward your news and update

Just sent
Don’t hesitate to go back to me if you didn’t receive it (company email are sometimes blocking stuff)

Hi, I bought this yesterday, and I think it’s awesome.

Please could you provide a quick tutorial on how I can create custom animations or even static icons? Also, when I add the _basic_template into my scene, it does not animate like your examples. (In your examples, they scale up and pop into view).

Thank you.

Hi, thanks for your support :slight_smile:

For the _basic_template it’s probably because it was a prefab. And I’ve just submitted a new version which should fix this kind of problems. (should be validated and available by the end of the week)

Anyway, we will do a new one in the example below.
My only advice is do not make a prefab out of that yet, since there’s no 1.5.2 version out.
(And preferably even, wait for that new version before starting, again, should be validated soon).

With the current version, it’s better to start from an example, copy one of them, delete all the children apart from the frame (check pictures below)
For static icons, I’m not sure what you mean ? If It’s creating elements without animations, then check below, it’s the same.
To create custom animations, actually it’s basically the same as making any other animation in unity. You create a controller, put a new animator component in the element and link it with the controller.
Then inside the controller, you add animations, and name them properly (according to the notes in the readme)

Here’s a quick step by step where we copy an existing controller (of course, it’s better to create a new one, especially if the version is updated and rewrites it) and copy one of the animation that is used inside (so it can be modified without changing the original animation, still used in other elements)







It’s pretty straightforward, but if I start to go into details of how to make the animation, I’m redoing unity tutorials, whihc basically already exists ^^

(note that I’m still using the same controller in the example, but you should indeed work from a copy of it)

Of course if you want to create a new child element, you need to create a ui panel/image with an animator controller, and parent the whole gameObject to the interface manager object.
If you want pure static elements without animator, it’s better to nest them inside a child that has an animator component.

Thank you for your detailed response :slight_smile:

This is exactly what I was looking for. Yes, by static icons I just meant having my own Sprite instead of the sprites that you have provided with the package. Basically a custom sprite.

I will now try to build one from scratch. Thanks again!

Quick question: will you be adding new elements (frames, borders, other elements) in the next update? There are quite a few now of course, but it would be awesome if you can add a couple more. If I may suggest:

  1. Graph (Sine graph that is pulsating or other graphs)
  2. Data stream (like text stream, but single uneven line of data that is constantly moving)
  3. Hexagon grid where grid fills up and emptes at random (this is a very common element in many sci-fi huds)

Edit: To give an example of above, please see this image. For point 1 (graph) see the graphs below. For point 3 (hex grid) see the small hex grid in the middle

Upcoming update is already submitted and is focused on core system. But definitely yes, the update after that (november/december, I’ll confirm at some point) will be more focused on new content. And since you’ve made precise suggestion, I’ll know in which direction I shall go :slight_smile:

Edit : just to let you know, the package with all the fix on prefabs has been submitted last week but takes a much longer time than previous ones to be validated (I must have been lucky in previous times). So I’m just hoping they will validate it by the end of the week

2 Likes

EDIT: (solved) Restarting Unity gets rid of this error.

Does this support the Microsoft HoloLens?
When I try to check the box for “Virtual Reality Supported” (which is needed and which I use to make apps work on the HoloLens) in the build settings in Unity before building my project to see it in the HoloLens, it does not check to checked and gives error:

EditorOnlyPlayerSettings property Metro::VR::enable not inititalized. Please initialize it using corresponding PlayerSettings.InitializeProperty function!
UnityEditorInternal.VR.VREditor:SetVREnabled(BuildTargetGroup, Boolean)
UnityEditorInternal.VR.PlayerSettingsEditorVR: DevicesGUI(BuildTargetGroup) (at C:/buildslave/unity/build/Editor/Src/VR/Mono/PlayerSettingsEditorVR.cs:56)
UnityEditor.DockArea:OnGUI()