[InfinityPBR] Gelatinous Cube & Sphere - Music | Sound FX | Concept Art | Mesh Morphing & More


Texture Customization | Mesh Morphing | Sound Effects | Concept Art | Re-Mixable Custom Music

Part of PBR Monster Pack #2. Get Gelatinous Cube & Sphere Pack PBR and the following and save…
Bomber Bug Pack PBR | Flying Eye Pack PBR | Slime Pack PBR

Unity Asset Store - Preferred Method
https://assetstore.unity.com/packages/top/assets/68817

InfinityPBR.com
https://www.InfinityPBR.com/?pack=gelatinous

Download Mac Demo | Download Windows Demo
Gelatinous Cube & Sphere Pack PBR is actually two “characters” in one. Inspired by classic Dungeons & Dragons, these monsters come with very customizable textures. They can be opaque or transparent, or anything in between – clear, colors, multi-colored, metal & more. They can be emissive as well. Animations are fluid and very jiggly. Add some D&D to your RPG!

Texture Customization
Take control of the models, and make them match your project. Use the included Substance Painter source files to create custom textures in minutes, exported to work with Unity using a single click. Works with HDRP and non-HDRP projects!

Of course if you don’t have any interest in creating your own textures, I often ship my packs with multiple texture options that are ready to be used out of the box. If you sign up at InfinityPBR.com there may be more downloads availalbe for free.

Mesh Morphing
Blend Shapes give you the power to change the physical mesh of the model, often creating characters that look very different from the default. Our editor script will expose specific Blend Shapes in the Inspector, with sliders to change the values. You can even code the changes. That means your players can customize the mesh of their character, or spawned enemies can be given random values so each is different from the next.

Sound Effects
We include sound effects to go with the animations. These are created by sound designers specifically for Gelatinous Cube & Sphere Pack PBR, often using practical foley recordings. We often include variations, so each time the sound is triggered, a script will randomly choose one of the variations to play. And sometimes we include multiple layers of audio, so you can mix and match and create the right effect for your game.

The included script makes it easy to play clips & loops called via Aniamtion Events or other trigger methods. Options include multiple clips (randomly chosen), volume levels & modifications for volume by velocity, as well as the ability to play clips only some of the time. This way, for example, enemies can grunt during their idle loop, but only as often as you want them to.

Re-Mixable Custom Music
A composer has creates original tracks to accompany these packs. Some tracks are more like Theme Music, while others are more Ambient, or anywhere in between. Music is always included in layers. Each stem, often a single instrument, can be used in the Unity Audio Mixer so you can create your own mixes. The Demo scene will include a selection of Snapshots ready to be used, as well as scripts showing how you can modify the sound during gameplay.

The music can now adapt to your game. Fade to another snapshot based on in-game variables such as Player Health, Time Remaining or whether the game is Paused or not. While a Composers Mix is always included if you do not want to mix your own tracks, we urge you to try it out. The power you have is insane.

This video showcases 20 second clips from each of the included game-ready mixes. You can create your own mixes quickly and easily, and export them into .wav files with a single click!

Concept Art
You know what often separates the AAA studios from you? Their advertising channels are full of concept art, and yours isn’t. As far as I know, there are no other Asset Store packages that include Concept Art. Using this, you can populate your website, Steam page, Facebook feed, Twitter, with compelling artwork to excite your fans before you have a game to show.

At least 3 images are provided in both PNG & Photoshop format. The Photoshop files are layered, so you can turn on/off body parts and armor whenever possible, or modify the color or look for some layers but not others. These images are ultra high resolution.

Animations
Realistic animations are important. I don’t know about you, but when I swing a bat real hard, my whole body moves. So if a character swings their sword, I think their whole body should move too. The world they live in may be fantasy, but we work to make sure that the perceived physics of the animations are realistic and highly detailed, including facial & wardrobe animation when possible.

• Attack 1
• Attack 2
• Cast
• Death
• Dodge
• Got Hit
• Idle
• Idle Break
• Slide
• Slide Backward
• Walk
• Walk Backward

Two In One
This pack actually contains two characters. Each has the same animations, although the animations themselves are unique to their shape.

YouTube Videos

This is the demo of our demo scene, included in the package. I go through the animations & then spend some time detailing how to customize the textures.

About Infinity PBRI made a 30+ hour RPG using all Asset Store artwork. Without the Asset Store, that would have been impossible, and I am forever grateful for the artists who published their work. But I wanted more. I wanted more than just a few texture types. I wanted audio specific to the animations – and I wanted animations that were realistic. I wanted the ability to change the look of my creatures, and dress my characters in a variety of clothing. And I wanted all of that wardrobe to be itself customizable. I wanted high quality PBR mateirials.

Infinty PBR includes work from over a dozen artists, each specializing in their specific area.
My goal is to provide you with packages that are more than what you’ve ever been exposed to before. Concept Art to help you market your work, Mesh Morphing & Texture Customization to keep things exciting in your game while also helping differentiate your game from others who use the same Asset Store packs. Animations & Sound Effects that feel real and bring characters to life. Music that can be adapted to fit the mood of your game, your scene, and your players.

If you think what I’m doing is valuable, I urge you to subscribe to all of my work. You can sign up at InfinityPBR.com, and you can choose to get all new characters for just $30, the day they’re released. You get a huge discount, often over 50%, and I get a budget to work with. If enough of you sign up, I’ll not only be able to continue making more character & environment packs, but I’ll be able to contract with more high quality artists to produce everything faster, add more animations, more wardrobe and all that. Thank you for your support!

Unity Asset Store
https://assetstore.unity.com/packages/top/assets/68817

InfinityPBR.com
https://www.InfinityPBR.com/?pack=gelatinous

2 Likes

The pack is now live!

This pack is going to be updated soon with Music!

The Music is set up in layers. This means it can be mixed using the Unity Audio Mixer. It comes with a mixer pre set with a bunch of snapshots, each one a different mix with a different sound and mood.

Listen to the “Composers Mix” (also included, if you don’t want to make your own mix) on Sound Cloud: Stream Drip Drop Dead by Infinity PBR | Listen online for free on SoundCloud

I’m trying to figure out how to programmatically modify the BlendShapes on the Mesh Renderer. Is this possible? Basically, I’m trying to do the inverse of the death animation. I want the cube to start in a completely melted state, and “rise” back to normal when a player gets close enough. I imagine it’s properly exposed since it’s editable in the inspector, but I can’t seem to figure out how to get the value and Lerp it.

Also, with the purple glowing in your demo above - is that simply using the emissive properties of the material, or do you have a point light embedded inside the cube?

Thanks!

You may be able to just play the animation backward: https://forum.unity3d.com/threads/playing-animation-backwards.15071/

The purple glow is actually reflection from a point light floating in the air :smile:

Its absolutely possible to animated blend shape values. Check out the SFB_BlendShapes.js script (and maybe it’s editor twin as well). In those I modify the blend shape values. Should be basically the same stuff for C# (the online docs would help)-- but the concept should be the same, so long as you know the name of the blend shape, which yo can get in the drop down list under the Skinned Mesh Renderer component.

I’d love to see your results if you get that working!

Finally got it a bit. It still needs some work, and it only moves to its idle animation currently, but this is the right track:

http://www.labyrintheer.com/2016/10/24/gelatinous-cubes-congealing-and-melting/

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That’s awesome! It’d be neat if you could get it dropping from the ceiling. With the cube so transparent, it’s like a sneak attack :slight_smile:

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I have a few ideas like that - need to see what makes sense. Right now the game doesn’t actually have ceilings, but it may or it could drop from a faux ceiling. I’m trying to find some way to make the collider somewhat match the mesh. That could help with a few things.

In case anyone is interested, I converted the AudioController used for the sound effects to C#. It can be found here:

https://bitbucket.org/snippets/Xepherys/A5jgj

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Mesh Morphing samples…


Concept Art is now available via download at http://www.InfinityPBR.com!

Here’s a video showcasing the 10 included mixes for the song “Drip, Drop, Dead”, composed specifically for this pack. In the demo scene, you can use the Unity Audio Mixer to create your own custom mixes and export them to game-ready .wav files with a single click.

SFB_BlendShapes.js and some of your dragon scripts has some outdated stuff and some errors that come up in the new version of Unity I understand it must be hard keeping up with their updates?

Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(470,115): BCW0028: WARNING: Implicit downcast from ‘Object’ to ‘int’.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 470)

Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(520,84): BCW0028: WARNING: Implicit downcast from ‘UnityEditor.AssetImporter’ to ‘UnityEditor.SubstanceImporter’.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 520)

Assets/SFBayStudios/SFB Demo Scripts/SFB_massExporter.js(108,18): BCW0028: WARNING: Implicit downcast from ‘UnityEngine.Texture’ to ‘UnityEngine.ProceduralTexture’.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_massExporter.js Line: 108)

Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(264,10): BCW0023: WARNING: This method could return default value implicitly.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 264)

Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(277,10): BCW0023: WARNING: This method could return default value implicitly.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 277)

Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(697,10): BCW0023: WARNING: This method could return default value implicitly.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 697)

Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(50,10): BCW0023: WARNING: This method could return default value implicitly.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 50)

Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js(428,10): BCW0023: WARNING: This method could return default value implicitly.

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_CopyThisToThat.js Line: 428)

Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js(148,31): BCW0012: WARNING: ‘UnityEditor.EditorUtility.SetSelectedWireframeHidden(UnityEngine.Renderer, boolean)’ is obsolete. Use EditorUtility.SetSelectedRenderState

(Filename: Assets/SFBayStudios/SFB Demo Scripts/SFB_BlendShapes.js Line: 148)

Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(6,52): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 6)

Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(7,52): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 7)

Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(11,52): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 11)

Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js(12,52): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/dragon_particleAnimations.js Line: 12)

Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js(8,68): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js Line: 8)

Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js(17,68): BCW0012: WARNING: ‘UnityEngine.ParticleSystem.enableEmission’ is obsolete. enableEmission property is deprecated. Use emission.enabled instead.

(Filename: Assets/SFBayStudios/SFB Dragon/Scripts/fireBreath.js Line: 17)

Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js(36,20): BCW0012: WARNING: ‘UnityEngine.GameObject.active’ is obsolete. GameObject.active is obsolete. Use GameObject.SetActive(), GameObject.activeSelf or GameObject.activeInHierarchy.

(Filename: Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js Line: 36)

Assets/SFBayStudios/SFB Magic Spells & Particles/Scripts/cameraRotateAroundTarget.js(43,19): BCW0012: WARNING: ‘UnityEngine.GameObject.active’ is obsolete. GameObject.active is obsolete. Use GameObject.SetActive(), GameObject.activeSelf or GameObject.activeInHierarchy.

There are some others as well as some missing scripts referenced too but I was asked to work on this for someone that bought it from you years… ago so it’s very understandable.

Mike J Hebblethwaite

Hi Mike,
The customizable scripts are only meant to work with 2017.x and earlier. All other files - the models etc are fine in all versions.

Make sure you update to the latest versions of the packs, if you haven’t already – you can get those from my site as well, infinityPBR.com

The 2018.x version of the customization files are yet to be built. Substance is no longer integrated directly in Unity, which is why there are two versions of the customization files. Their “Substance in Unity” plugin had some gnarly bugs when it started, so I held off just in case things changed. Soon I’ll be re-writing the customization files since I think the plugin is more stable now.

As always, though, I suggest you create custom textures in a separate Unity project. This keeps the .sbsar files, which are heavy, out of your main project. Hopefully 2017.x will still work for that purpose for now, for you?

Thanks!

I just got this package and found that a lot of materials are not where they should be. The cube and sphere prefabs are pink. I was able to find materials for them, but a lot of the Magic spell and particle prefabs are pink too, and I’m not having too much luck figuring out which material goes where.

I’ve tried importing it into Unity 2017.2 and 2017.4 with the same result.

Thanks for letting me know, I’ll check it out. The prefabs should have all the materials attached – those are what’s used in the demo scene. The models will not, however.

Do you have other packs of mine in the project? I’ve found that some of the .meta files conflict with the particles, causing the pink issue. Recently I’ve been duplicating the files I’m using, to avoid that, but for the Gelatinous Cube & Sphere, it was long enough ago that I don’t think I did.

I haven’t bought anything else from you. I also imported it into a blank package, so it can’t be conflicting with anything.

There are two prefabs for both the cube and the sphere. The one used in the demo scene is fine. The other one is pink. If it helps, I think there’s a script missing from the prefabs as well. It shows the usual unity “missing script. Fix compile errors” message when I look at it in the inspector.

Thanks for the included spells, by the way. I was just wondering what I would do for a fireball spell. Pity the fireball is all pink.