Wow keep us updated when this is accepted. All I can say is… I was tempted to buy this earlier… but after seeing how refined this package has become… you’ve definitely got a customer the second I can figure out what sorta project to use this on.
Really quality work here, you’ve set the bar as far as unity packages go.
Hi keely, well I know I am going to use it after I got some other learning stuff out of the way, so am I as well buy it now So I did!
I am sure I’ll be happy with it
I won’t be able to - I really can’t justify either price this week, just as I’m starting a new job… BUT I will definitely get it in the near future for another project!
Unfortunately the logistics of delivering drinks around the world is something I don’t have resources for, but I think I’m going to raise my toast personally if there is one more sale today. It’s now 249 total RageSpline users.
new version is awesome:) one question on you. how can I create object with stripes? I found texture, I change material on RageSpline/Texture alpha but how can I use two colors on outline or fill? Can I use it in my own style or I must customize your Power2Style for my design? And last think when I select GameObject with Rage Spline script on it and I start moving(middle mouse button) in editor it is too lagy. When unselect and move in editor everething is ok. I hope you understand me.
Thank you for answer and sorry for my bad english.
First of all, the “style” doesn’t bring any new features. It’s just when you want to have many things with same style, you use it. For example you have 50 palm trees and you want to change their color with one click.
You can get the stripes by making a material which uses the “RageSpline/Textured” shader and then drag a striped texture in the new material (like gridtex3 from the top-down game template). Finally you have to drag this new material onto RageSpline objects mesh renderer under “materials”.
Unity’s texturing/materials/shaders might seem a little complicated, but it’s done like that for a good reason.
The lag you mention is probably because you are using style. Select style “none” and you’ll get faster response. I’m trying to optimize the speed on styles with later updates.
I play with styles because after update from store all my objects are blured, have less colliders and so on but it is ok. I was triing that about textures but that dont work for me now I need play with that more. When I select none style it is faster but not much any way thank you for advice. What about that two colors Outline? How can I do that? I have just one color for Outline and Fill.
Submitted v1.1.2 update where I fixed the FollowCamera.cs conflict with old v1.0
There was also nasty scaling bug: If you changed your scale to zero by hand (and you do this often if you type in values), things went bad and you even lost your shape Well it’s fixed now.
One thing that also makes it really slow is if you use physics=boxed and create physics in editor=checked, then it really lags.
You should take the “create physics in editor” off, because you don’t really need to see the colliders in editor unless you want to tweak them somehow.
It’s possible and I’ve done it with Ragecube iPhone builds with smooth 60fps.
However my shape is simple. I haven’t tested performance when modifying multiple complex shapes run-time. Should be ok, but if I had to guess you can’t have physics colliders animated run-time too. That’s just too much for iPhone. If you just stick to changing visible mesh, then it should be ok, but ofc there are limits. Just don’t know where they are.
I might do some kind of benchmarking now that I finally got v1.1 shipped and have more time.