RageTools: Flash-like 2D Vectors and GUI for Unity

Nice job on tutorials, I watched them yesterday when I saw your tweet just to make sure there isn’t any tricks I’ve been missing… Btw, we’re also using VectorScribe and couldn’t agree you more on it’s usefulness. :wink:

Just a quick Q after watching the 2nd vid… How does RageText deals with the hallow shapes on font characters?

You now have the folder path option in “Settings”, just edit it to the path where you put your SVG art at. I think Sandro worked some on getting the path automatically when dropping the file in that field, but he didn’t get it done, I’ll ask him about it.

Excellent, I had to make sure everyone was on the same page - you have no idea of how many e-mails I get wanting more details on this :slight_smile: BTW, did you already do the straight lines behind the overlapped shapes? It’s something people don’t usually do in Illustration packages since it generally becomes a 2D bitmap in the end of the pipeline, but if you have a background in 3D graphics it comes naturally to you.

The very same way. Right now you have to slice up the character shapes (with holes in them of course) like I show in the video before importing them in Unity. Talking of which, we have some very promising research already done for an automatic compound shape splitting option in SVG-In.

Hi MaDDox, a while back you posted a script to fade a RageGroup. It seems to have some issues with the latest RageSpline/Ragetools. Would you have a look when you get a chance.

Thanks

iByte

Hi MaDDox, anotherr one for you. in RageCanvasAlign you have a few lines like

public Action UpdateAction;
public Action StartAction;

This seems to conflict with an existing Action class (unityFSM) that I already have defined. I wasn’t able to determine where your Action class was defined?

Thanks

iByte

The day has come! RageTools Pro submitted to the Asset Store. Docs now online:
http://www.freakow.com/ragetools/RageToolsPro-userguide.pdf

This was a very complicated deployment process, which involved a minor update to RageTools (now 1.0.1). I’ve quadruple-checked everything, fingers crossed that it works fine for the reviewers - at times those ‘missing references’ show up randomly like in a scare movie…

iByte, bear with me, I’ll get back to you later today. This was a loooong Sunday - that hasn’t ended yet for me… _

:slight_smile:

Congrats on the release :smile:

No worries … Thanks

iByte

Great! That was a hard release, so big congrats :slight_smile:

On a side note, it’s good to know that, even if Keely is “out” (sigh, RagePixel looked so interesting), you will take care of RageSpline too :wink:

Sure, I’ve updated it to work with 1.1 data structure. Basically we now have a RageSpline “wrapper” which allows us to decouple a bit from RageSpline so we overwrite some of its inner functions - especially needed to improve RageMagnet performance, we have a “refresh” custom tailored for it. To directly access the RageSpline API from a RageGroup member item you call its “Rs” property. So for instance, supposing you want to make all your group members fill color black, you’d do this:

var group = GetComponent();
foreach (var item in group.List) {
item.Spline.Rs.SetFillColor1(Color.black);
}

I’ve also optimized a bit the script so it now accesses the RageGroup list directly instead of holding a local duplicate, renamed it to RageGroupFader and added it to our repository to make sure it’ll be properly maintained in the future (besides being available for all RageTools users).

Actually ‘Action’ is a default System class, it’s basically a delegate (a variable that “holds” a method in it, for who doesn’t know what’s that). You’re probably using Playmaker, right? Please try replacing these lines with:
public System.Action UpdateAction;
public System.Action StartAction;

It’s compiling here but I haven’t tried it with Playmaker, please tell me if it fixes the issue. If it does I’ll commit it for the next update (or go after another fix, ofc).

Thanks Izitmee, although I can’t publish new RageSpline versions myself, Keely proposed that we share a common repository to make things (much) simpler for us. I complied of course :slight_smile: Talking of which, don’t think I forgot about adding those HOTween samples to RageTools, I definitely intend to. TA!

894791–33396–$RageGroupFader.cs (1.99 KB)

I only see RageTools not RageTools Pro. Did you decide to merge the packages?

Thanks for the docus…it looks like nearly what I was hoping for,

! This is what I was looking for!

It takes some days for Unity to review the package and put it online. I’ll let you guys know as soon as they do it.

If you have any specific requests or ideas, we can’t promise anything but are more than willing to listen.

Hello Maddox,
when i import RageTools , i get this error:

Assets/RageTools/Code/RageCanvasAlign.cs(67,25): error CS0103: The name `Mathfx’ does not exist in the current context

Unity 3.5.1
RageSpline 1.1.30
RageTools 1.1.0

Thanks.

Thank you for the updated script and extra info

I am still using the the older UnityFSM code but same idea. Prefixing the Action with System is working, Thanks

One other issue (I think it’s my own doing) is that it appeared to me that you moved some directories around from the previous version (noticed after in place update). So to clean things up i removed the RageTools package from within Unity and reinstalled it. In doing so I think i broke a lot of my prefabs as i now get many many The referenced script on this Behaviour is missing! (when the code is running) that seem to point to ragespline obejcts. When i look at the actual objects in scene or as prefabs they look correct so it’s kind of got me baffled. These messages occur when I destroy some objects that were loaded in the first scene and are no longer required when the second scene is additivly loaded.

iByte

hmm, you can ignore my issue with the Behaviour is missing issue. I updated one of the prefabs and the msgs are gone now.

About the Fade script, would it be better to take a direction flag or an end transparency value for the fade target?

iByte

sefou, I’m 100% sure this error only happens when you don’t have the latest RageSpline installed. Probably the Asset Store updater failed in some weird way, so try it as follows:

  • Create a new project
  • Go to Asset Store, find RageSpline, click “update” if it shows in there
  • Do the same for RageTools (although apparently you already have the latest ver). Import it.
    See if that works. If it does, try selecting the RageSpline folder from this new project, exporting a package with it, then importing it in the original project you got the problem. This way you shouldn’t lose any reference.

Yeah, these missing prefab links even got me a rejection in my first RT 1.1 submission, they’re so inconspicuous… BTW, it’s a fact that 1.1 is not backwards compatible with 1.0, I’ve mentioned it here a couple times. I’m glad it didn’t completely ruin your scene :slight_smile:

Ok, you got me completely lost here, care to explain it in a bit more detail?

Unless I misunderstood, RageGroupFader takes a visible object and makes it invisible by adjusting the alpha down to 0?

I want the ability to fade “in” as well as fade “out” a RageGroup (direction) and be able to specify the amount of fading.

iByte

Thanks Maddox,
it work fine now. :slight_smile:

Oh gotcha! In fact that script is currently a bit “hack-ey” since it applies a modifier on the current alpha, and not based on the original alpha. That’s the only way to make its ‘duration’ field actually precise - and reverse-able like you want it. The right thing is to make an update to RageGroup to additionally hold the style data of each shape when you click ‘update’. I’ve got some bigger stuff in line, but I’ll play with that when I get the time, thanks for the suggestions!

Glad you got it working sefou, my pleasure :slight_smile:

RageTools Pro is now… LIVE! :slight_smile:

Hard to say how happy I am to finally be able to say that :slight_smile:
When you get it, make sure to update RageTools to the latest version (1.0.1) before importing RageTools Pro.
Play with the demo animation/ scenes, check the new tutorials - and tell us what you think, ofc. Enjoy!

PS.: I’ll add a separate topic for RT Pro after I update the web site, for now we can keep the discussion here.

Virtual high five!