I just started using the Detonator framework in a project. Finally found a way to get it to work in Unity 3. Now the problem is that several of the Detonator prefabs (fireball,smoke,etc.) show up as opaque squares. I have tried changing the material types that come with Detonator and that still isn’t working. Also changed the import type of the images textures to RGBA 32. Still not working.
Normally you don’t instantate a Detonator prefab, instead you add a Detonator component to an existing GameObjects that you wish to destroy spectacularly. I’ll add that I did try the prefab “Detonator-Base” first and that worked well for me and there’s no prefab named “Fireball” nor “Smoke”.
There are Detonator materials called FireballA, FireballB, SmokeA, and SmokeB. These materials are fundamental to the detonation effect. They use the particles / additive and particiles / alpha blended shaders and “Smoke” and “Fireball” textures. When I rotate the material ball around, I definitely see transparency. No tweaking of the transparency nor texture conversion was required.
(Which is not to say that no tweaking is required to get exactly the detonation effect that you want, quite the opposite, only that the transparency of the fireball and smoke worked out-of-the-box.)
have the same stupid issue ant it just pisses me of!
and on top of that it worked well for some time and after hour or so began to do this shit with squares!!
and it works fine in a new done projects!!
i have a really big project here and it will be a really pain in the ass to move everything to a new one!
I found it out. When you import/reimport detonator framework, Unity ask to convert several pds files to normal maps. You have to click ignore instead of fix it.