QuickDecals 2 - Easily Add Unique Detail and Interest to Your Scene (MAJOR update!)

Let me start with an apology- the original QuickDecals was bland, limited, ugly, and rather terrible. This new “2.0” version changes all that! We are very, very excited to finally release this completely rebuilt tool, thank you for looking!

QuickDecals 2: Bring Your Scene to Life with Unique Interesting Detail!
Purchase | Website | Video | NEW: ProCore Bundle

Nothing in real life stays clean or perfect- not for long, anyway! “Decals” are a great way to add visual detail, breakup tiling textures, and tell a story in your scene, with very little performance cost. Examples include:

Drips, dirt, and grunge
Blood splats
Wear and tear or decay
Bullet holes, burn marks, etc
Paint, graffiti, posters, etc
Signs and markings

QuickDecals 2 makes it simple (and fun, honestly!), to add these details. I recommend watching the quick video to get all the details, but here’s the basic idea:

  1. Drag-n-drop textures to the QuickDecals Window, then organize as needed
  2. Set Per-Decal settings, one at a time or multiple at once
  3. Pack Atlases to reduce drawcalls
  4. Select one or multiple Decals (for randomizing) and “Shift + Right-Click” to place

As the video shows, you can very quickly make any Unity scene look alive, exciting, and full of interesting detail! QuickDecals makes this simple to do, and extremely performance-friendly, thanks to the built-in atlas creation ability.

Notes and Special Info:
Upgrading: QuickDecals 2 is a FREE upgrade for all current QuickDecals users, of course
Compatibility: Unity Free and Pro, v3.5.7 and up. All platforms (Mobile, Web, PC, Console, etc) supported.
Decal Textures: Any texture file will work, use the Alpha Channel for Transparency
Curved Surfaces: QuickDecals places a single quad (polygon) with the texture applied, it does not use Projection- this is great for performance, but only works on flat surfaces.

A quick note: I am currently submitting the update to the Asset Store, if you purchase and recieve the “old” version of QuickDecals, just email me (contact@procore3d.com) and I’ll send the new version directly to you. I’ll update this ASAP when the new package is live on the Asset Store!

This is awesome!! Thank you so much for the hard work you guys are putting in lately! It seems like the update is live in the asset store now.

Thanks n8! …and yes, it’s live on the Asset Store already, thanks Asset Store folks! :slight_smile:

Looks good, really !
Do you plan to add projection features to use with curved surfaces later ?

Thank you for update!

Thanks Kilonne- yes, we will be adding Projection for curved surfaces. However, that might be kept for a “ProDecals” version. If we go that route, we’ll give discounts for the cost for anyone who wants to upgrade of course. For example, if you buy QuickDecals for $10, then ProDecals comes out in a month for $30, you will be able to purchase ProDecals for $20 (minus the $10 already spent on QuickDecals). Currently, we’d have to do that via direct payment/etc, but hopefully the Asset Store will support “upgrades” in time :slight_smile:

You’re welcome, hamyshank! :slight_smile:

hey im interested, so how does your compare to those other decal systems

http://forum.unity3d.com/threads/246043-which-decal-system-is-best

Does QuickDecals2 work for adding bullet holes and blood splatters and such at runtime? Or does it work only in editor?

It doesn’t have a nice API for doing such, but it would be pretty easy to dissect the Editor’s placement code and re-implement at runtime. I’ve added runtime support to the feature list for the next version, and will post back as soon as it’s implemented.

Hi

Evaluating decal systems for our game, we have one question your tutorial videos did not answer: are the decals created static? i.e. if you move the object you placed the decal on, does the decal move with it? We need that behaviour because, although we would place the decals in the editor, our rooms would later be placed procedurally across the level, each at a different position.
We would need each room to keep its decals as part of its prefab, so we can move them around and duplicate them without problem.

Would QuickDecals help with that?

Thanks,
Elideb

Hi Elideb- QuickDecals just creates the Decal, it would be up to you how the Decal behaves past that. In your situation, I would suggest parenting the decal to the object that you want it to move with, and un-checking the “Static” checkbox in it’s inspector.

Let me know if that helps! :slight_smile:

Yep, that helps. I was not sure you could move the decals out of the hierarchy where they were created.
Now the only issue remaining is the ability to work with non-flat surfaces, but the importance of that is for the artists to evaluate.

Thanks.

Great :slight_smile:

About non-flat surfaces: that’s important indeed, and we’ll be adding that ability in the future, as soon as ProBuilder 2.3 is finished!

I just purchased QuickDecals and think the interface is very nice however I’ve identified a problem.

When I make the DecalParent into a prefab and then delete the original and drag the prefab into my scene, all of the decals no longer have Meshes associated with them. As far as I can tell, there is no way to instantiate the decals into a scene because for some reason they lose their meshes. I also don’t understand why I can’t find the meshes for the decals in my Project. I can see that the decals have meshes when they are first created, the inspector has a mesh component for each decal and it shows a reference to DecalMesh-indexnumber. But when I click on that mesh reference in the inspector, it does not show me where the mesh is in my project.

My guess is you are using some built in unity function for creating a mesh but since those meshes are not actual objects, they disappear when you try to make the decals into a prefab or simply try to load them during runtime.

I’m using Unity Pro 4.6.0b17 with iOS build.

Thanks
Allan

Hi Allan- thanks for posting. I’ll add this to the tracker, and we’ll get it fixed ASAP.

Also, we now have the official ProCore Forum at “www.procore3d.com/forum”, which is the best place to report bugs/etc :slight_smile:

Does this work with terrains as well or is it regular mesh data only?

Sure, that should work fine, although QuickDecals doesn’t (yet!) project onto non-flat faces. That’s in the works though, just a matter of too much to do with ProBuilder right now! :slight_smile:

Okay I see. That is actually more unpleasant than the terrain. :wink:
I’ll wait for an update, then. ProBuilder is more important (and it still rocks, BTW).

Thanks for the reply.