[RELEASED] Camera Transitions

Thank you so much for being willing to integrate it. And easing functions are most excellent!

May I make a request as well pertaining to the easing? Can you allow manually assigning of both the in and the out. For example creating a base Easing.Sine and Easing.Cubic, so that we can define an easeIn of Cubic and easeOut of Sine?

Regardless, thank you again!

  • S.

Sure. The next version (1.4 with the new effect ā€˜Cubeā€™) is waiting to be validated. The next version, 1.5, next will have a new effect, a manual mode, Easing functions and, I hope, support for Google Cardboard.

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New version (1.4) in the store:

  • New transition ā€˜Cubeā€™.

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New version (1.5) in the store:

  • New transition ā€˜Doomā€™.
  • Easing in/out equations.
  • Manual control progress.

(for now no support for VR. The results are not good, sorry devang_xprt :().

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Woohoo! Thank you so much for adding my requested manual control feature to the newest update, and for easing as well!

In acknowledgement, Iā€™ve purchased Camera Transitions. I also purchased Video Glitches as well, since upon review, I see that it is also a fantastic value and crafted with care.

You are both truly excellent. Once I have an opportunity to actually make use of your fantastic assets (of which I own many, including those from Ibuproaudio), I will be certain to leave reviews.

Thank you again! Be well!

  • S.

Actually, that reminds me:

I had left a comment over on your Unity forum page for Fantasy Loot Audio Pack about a month ago, and have yet to receive a response. I assume you probably missed the notification, as Unityā€™s forum can be a bit finicky like that.

Thank you in advance!

  • S.

Thank you very much for your interest in our packs, we hope it will be useful for your projects!

just tell the musician that answers your question :sweat_smile:.

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My project uses two cameras - one for the background and a second camera for foreground action. Ideally Iā€™d like to use this asset to transition from those two in-game cameras to a third camera showing a loading screen. Looking at some of the documentation - it appears the asset is designed to transition from a single camera to another camera. Is there an option available for a multi-camera setup? thanks

Hi! Testing your Page Curl transitions.

Tried on Unity (Windows) and some mobile devices.

On Unity:

On Nexus 5 and Asus tablet:
2555915--177877--nexus.png

On Prestigio MultiPad PMP5080PRO shader is now working:
2555915--177878--erroe.JPG

Why the angles on the different devices are different? Is it possible to fix it?

Also, please make the ability to show any angle (not only 0ā€¦90)

Hi willtrax, right now it only supports transitions from one camera to another. But it is interesting what you propose. We try to include in the next update.

Regards.

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Hi dis-s, I could reproduce the bug with angles. It will be fixed in the next update. Also we try to cover all angles.

Can you send the full log file to hello (at) ibuprogames (dot) com?

Thank you.

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Hello! I will send you the log to email.

When you fix the shader corner, please, make it possible to choose the corner of the curl starts. In fact, I need to start curl from the bottom right corner, like it works on Unity Editor screenshot (see above).

And could you please make the mobile friendly version of this shader?

May be you can make the option of removing some most costly effects to be guaranteed that this great and useful shader can work good on wide range of mobile devices? Option to swich off the shadow, for example? (if the shadew is costly)

Weā€™ll make a version of these transition in which you can select what effect you want to use and which not :wink:

Regards.

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Hello! Thank you for updating the PageCurl. I tested it on Onda VI30 tablet (the old tablet).

The removing shadows make the shader a little faster. With shadows: 4.45 fps, without the shadows: 5.08

What is the weird - the problem with the angles described above persists in the new version of shaders. On Unity Editor it starts curl from bottom-right angle, on real mobile it starts from upper-right corner.

Why this happens and how to fix it?

New version (1.6) in the store:

  • New transition ā€˜Mosaicā€™.
  • New transition ā€˜Page Curl Advancedā€™. A more configurable version of ā€˜Page Curlā€™.
  • ā€˜Page Curlā€™ option to disable shadows.
  • ā€˜Page Curlā€™ angle from 0Āŗ to 180Āŗ.
  • Better support for mobile devices.
  • Fixed a bug with ā€˜Page Curlā€™ in mobile devices (thanks Dimitry Skornyakov!).
  • Fixed a bug in ā€˜CameraTransitionsAssistantā€™.
  • API BREAK CHANGE: ā€˜Cube.Elevantionā€™ changed to ā€˜Cube.Elevationā€™.

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Have you tried to reduce the size of RenderTexture? (Camera Transition > Advanced Settings > RenderTexture > Size). The quality will be worse, but it should go faster.

Itā€™s very weird. In tests with a Nexus 5 (Adreno 330) everything looks right. Please contact us at hello (at) ibuprogames (dot) com to find a solution.

Thanks.

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Itā€™s strange. I have just tested it on my Nexus 5 (both CameraTransitionPageCurl and CameraTransitionPageCurlAdvanced) and it works the same, like the screenshot in my prev message.

Also, I tried your ā€œDemoAssistantā€ scene on Unity Editor and on my Nexus 5.

On my Unity Editor, the page curl on this scene go from upper-left corner to bottom-right.

When I start this scene on my Nexus 5 it went from bottom-left corner to upper-right.

Please, try it on your device. I do not know what is right, but I think it at least should work on the editor and on mobile the sameā€¦

In order to have a more agile communication, can you send us an email to hello (at) ibuprogames (dot) com?

Thanks!

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New version (1.7) in the store:

  • New transition ā€˜Swapā€™.

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Hello @Ibuprogames !

I have been testing out the page curl transitions for my current project, but I an transitioning between two cameras looking at the same area and the placement and visibility of objects needs to change during the transition.

So what Iā€™d like to be able to do is have the camera that I am transitioning from stop updating and only show the last thing it rendered, so the camera Iā€™m transitioning to can show the same area but in a different state.

Do you know if it would be possible to add this to your camera transitions as an option?

I suspect somewhere you might already be using RenderTextures and it would be hugely inefficient to make the ā€˜fromā€™ camera render a RenderTexture of the last frame on a quad, only for it to then be turned into a RenderTexture as part of the camera transition.