Energy Bar Toolkit - 2D and 3D Progress Bars

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Support: support@madpixelmachine.com

Nearly each and every game is using health or progress indicator of some sort. Think about it. Experience, health, mana, charging, draining, loading, unloading things, speed, pressure, progress, and many many more. All of these may be easily visualized using Energy Bar Toolkit.

Energy Bar Toolkit is a tool to create elegant progress bars in just a few minutes without any additional scripting. Just drag and drop graphics into inspector and that’s all! Simplicity have really high priority here. You can script the bars to make more interesting effect using the simplest possible API! And now if you own PlayMaker, Energy Bar Toolkit supports it!

Please check out our demos (links below) to see what Energy Bar Toolkit can do for you!

Main Features

  • Unity5 and uGUI support!
  • DF-GUI support!
  • NGUI support!
  • PlayMaker Support!
  • Atlases
  • Simple to use - strong inspector integration, no need to write any additional scripts
  • Event system to connect basic game events with bars without scripting
  • Results visible in Edit Mode (no need to go to the Play Mode)
  • Automatic size calculation - just throw in the texture
  • Highly configurable - think what you want and make it happen
  • Full inspector integration
  • Bars can be attached to 3D objects
  • Customizable bar labels
  • Built-in effects - animate, burn, cut, fade, shrink
  • It comes with example prefabs and 3 progress bar packs for free
  • Multiple screen resolutions support
  • Works with all Unity editions (Free, Pro, Personal)
  • Source code included!

Upcoming features:

  • More advanced renderers
  • More effects

Integrated With

Screens

WebGL demo (click to run)

Examples (click to run)

Theme Packs

Follow Us!

looks interesting, i’ll buy to try it out

have to update unity, maybe in the future you could sell for lower versions as well

Thank you GCat! Are you using version 3.5.7?

4, but I already updated and bought it, works good

Thank you, I hope you like it! Please let me know of any issues or features that you would like to see in next releases :slight_smile:

btw, I recommend you to use for next version NGUI, the unity GUI will drop performances with multiple bars

I was looking at NGUI just few hours ago and I think I am now convinced :slight_smile: But I must wait with that investment for about week or so.

There’s also a free version of NGUI if you want to try it.

http://forum.unity3d.com/threads/124032-NGUI-Free-Edition

I will, thanks!

Just updated to version 1.2.

New Things:

  • Added two progress bar packs
  • Flicker warning when setting bar size manually
  • New effect: Repeated Renderer “cut” effect

Bugfixes:

  • Repeated bars flickering
  • Exception “texture not readable” was exposed to end user
  • Repeated texture recommends texture filter mode set to “point”
  • Wrong automatic size calculation of bar texture

These look really helpful! I think I might have to buy soon :slight_smile:

So I bought this last night and placed my bars and it’s working pretty good but when I tested the same game on a different computer with a higher resolution screen, the bars were in the middle of the screen instead of the bottom left where they were positioned to be.

Is there a way to fix this?

Hello! Thank you for your purchase :slight_smile: I hope you like it!

All bars are absolutely positioned using pixel coordinates from top-left corner. I don’t know yet if the choice was right but I see now that when you would like to keep your bar close to bottom or right edge of the screen it would be tricky.

First of all you must decide if you’d like to scale the bar textures with screen resolution or not. I do not recommend scaling because it may cause flickering effect that is hard to avoid with gui elements. Without scaling solution is simple. Depending of which bar renderer you’re using attach to your bar script that look like this:

For EnergyBarRenderer:

void Start() {
	int margin = 20;
	var renderer = GetComponent<EnergyBarRenderer>();
	renderer.screenPosition.y = Screen.height - renderer.size.y - margin;
}

for EnergyBarRepeatRenderer:

void Start() {
	int margin = 20;
	var renderer = GetComponent<EnergyBarRepeatRenderer>();
	renderer.startPosition.y = Screen.height - renderer.iconSize.y - margin;
}

for EnergyBarSequenceRenrerer:

void Start() {
	int margin = 20;
	var renderer = GetComponent<EnergyBarSequenceRenderer>();
	renderer.position.y = Screen.height - renderer.size.y - margin;
}

Thank you for your feedback! I see room for improvement here. I think I will make this simpler in next release: without need of scripting.

Thank you for your quick reply! I’ll look into it :slight_smile:

This saved me a chunk of time, easy to plug into my game and works great. The progress bars are a nice addition too :smile:

One request:
I have the same problem as RealFuzz with elements being off screen when I change resolution, obviously that’s not a bug as it’s how you’ve implemented it to work but if you could add an option for placement using the screen rectangle (which I guess updates as resolution changes happen) that would be useful :smile:

(I think I’m talking about Normalized values instead of pixels, still learning!)

Hello Addi,
I’m happy to hear that!

Just yesterday I’ve commited new version of Energy Bar Toolkit for the review. It should be available in Asset Store in just a few days. With newest update you’ll get feature called pivots. By setting pivot point for your bar you can set it’s position to be relative to screen edges, corner or screen center. In the result bar located let’s say 10 pixels from right edge will remain so. You can read more about it here. Please follow this thread and you’ll be notified when new version will be available.

I like the idea about normalized coordinates. I’ll write it down in my TODO notebook. Thank you for your suggestion! :slight_smile:

super, cant wait to check it out thanks! :smile:

Just bought it and hope for an ngui update in the near future.
Great asset :slight_smile:

Thank you! I’m happy that you like it :slight_smile:
I’m looking into NGUI right now, so stay tuned!