Dear ZJP,
Thank you for submitting your question to 2 Fly Dreams.
Yes, we heard about it, but we don’t have it and haven’t tried it, too. We don’t want to make bad advertisement for the Vectorsity, so as far as we know it draws using mesh, sorry if we aren’t right. Our asset can draw using mesh too. Additionally, it can draw in the Unity Editor Window and in the Unity 4.6 Canvas, so currently we support 3 types of drawing. Many people asked us about drawing on the mesh texture, so next update will add the 4th type of drawing. This update will be before tubes and polygons update. Besides, there are many assets that can do such features, but they are all separated. We want to include such features in one asset and by our vision.
A person, that has made review month ago, didn’t contact us to ask for help, or for refund and still didn’t. Besides, there are no words about NGUI Canvas support. We have full documentation about 25 pages. Even documentatation for Dream A*, it is a pathfinding solution with Binary Heaps, Grid changes investigations, Layers and Costs. It is used in one Dream Paint demo. If you don’t have Dream Paint, it is not a problem, just contact us here, and we will send it.
We have written a small example for mesh drawing here:
Lines.Create_Game(ref ln, "Example Lines"); // create Dream Paint class "ln" with name "Example Lines", type of the Lines Pen
ln.Positions(0, new Vector2[] { new Vector2(0f, 1f), new Vector2(10f, 2f) }); // set one line positions at the shape index 0
ln.Positions_Cross(1, new Vector2(-2f, -5f), 6f); // set a cross shape at the shape index 1, the cross is inscribed in the square with the position and the side length
ln.Draw_Game(); // make all changes to appear on the screen
// ... later we have decided to make some changes...
ln.Change_Offset_Positions(0, 1, new Vector2(5f, 6f)); // offset the position with index 1 of the shape with index 0
ln.Change_Offset(1, new Vector2(-3f, 4f)); // offset all positions of the shape with index 1
ln.Draw_Game(); // make all changes to appear on the screen
The same example for the Unity 4.6 Canvas drawing here:
Lines.Create_Canvas(ref ln, "Example Lines", "Example Canvas"); // the difference here, will be attached to the Canvas with name "Example Canvas", if there is no such Canvas, then will create it
ln.Positions(0, new Vector2[] { new Vector2(0f, 1f), new Vector2(10f, 2f) });
ln.Positions_Cross(1, new Vector2(-2f, -5f), 6f);
ln.Draw_Canvas(); // the difference here
// ... later we have decided to make some changes...
ln.Change_Offset_Positions(0, 1, new Vector2(5f, 6f));
ln.Change_Offset(1, new Vector2(-3f, 4f));
ln.Draw_Canvas(); // the difference here
The same example for the Unity Editor Window drawing here:
Lines.Create_Editor(ref ln, "Example Lines"); // the difference here
ln.Positions(0, new Vector2[] { new Vector2(0f, 1f), new Vector2(10f, 2f) });
ln.Positions_Cross(1, new Vector2(-2f, -5f), 6f);
// ... later we have decided to make some changes...
ln.Change_Offset_Positions(0, 1, new Vector2(5f, 6f));
ln.Change_Offset(1, new Vector2(-3f, 4f));
// ...
void OnGUI()
{
ln.Draw_Editor(); // the difference here, Draw should be always in OnGUI
}
They are all different in the Create and Draw, so the type of drawing can be simply changed by 2 lines of code. Our demos use the mesh type of drawing, but they can be easily changed to other types of drawing.
Don’t worry, everything alright, we understand your situation.
Feel free to contact us, if you have any questions left!
Kind regards,
2 Fly Dreams